1 | Personal Details | Languages | |||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Name | Breeze the Bard | Size | Medium | Experience | 28000 | Abyssal | Goblin | |||||||||||||||||
3 | Character Art | Player | Josh | Age | 25 | Total Wealth | 42160 | Aquan | Gnoll | ||||||||||||||||
4 | Race | Human | Eyes | Blue | Gold | 63.6 | Auran | Halfling | |||||||||||||||||
5 | Alignment | Neutral Good | Hair | Light Brown | Items | 42096.4 | Celestial | Ignan | |||||||||||||||||
6 | Gender | Male | Skin | Tanned | Campaign | Noema | Common | Infernal | |||||||||||||||||
7 | Vision | Normal | Height | 6'4" | Dragonic | Orc | |||||||||||||||||||
8 | Deity | Ehlonna | Weight | 220lbs | Dwarven | Sylvan | |||||||||||||||||||
9 | Hand | Left | Elven | Terran | |||||||||||||||||||||
10 | Giant | Undercommon | |||||||||||||||||||||||
11 | Gnome | Drow Sign | |||||||||||||||||||||||
12 | Character Description | ||||||||||||||||||||||||
13 | Appearance | Breeze is very handsome. He smiles openly and gives each person he is talking to his full attention. | |||||||||||||||||||||||
14 | |||||||||||||||||||||||||
15 | Demeanor | Breeze is reserved, but friendly and easy to get along with. He prefers to resolve difficulties without violence and has a hypnotic voice. He is well liked by most people who have met him. | |||||||||||||||||||||||
16 | |||||||||||||||||||||||||
17 | Background | It is known that Breeze spent time in prison, but it is not know what crime he commited or anything else about his history. He has found a family with Vesuvio, Vir, Matias, and Balthazar, and seems content to continue to adventure with them, despite often protesting about the dangers. | |||||||||||||||||||||||
18 | |||||||||||||||||||||||||
19 | |||||||||||||||||||||||||
20 | Stats | Points | Hit Points | ||||||||||||||||||||||
21 | Base | Level | Cloak | - | - | - | - | - | - | - | 32/32 | Current | 53 | ||||||||||||
22 | Strength | 12 | 1 | = | 12 | - | - | - | - | - | - | - | - | - | 4 | ||||||||||
23 | Dexterity | 14 | 2 | = | 14 | - | - | - | - | - | - | - | - | - | 6 | Maximum | 53 | ||||||||
24 | Constitution | 14 | 2 | = | 14 | - | - | - | - | - | - | - | - | - | 6 | Damage | 8 | ||||||||
25 | Intelligence | 14 | 2 | = | 14 | - | - | - | - | - | - | - | - | - | 6 | Temporary | 0 | ||||||||
26 | Wisdom | 8 | -1 | = | 8 | - | - | - | - | - | - | - | - | - | 0 | Non-Lethal | 0 | ||||||||
27 | Charisma | 20 | 5 | = | 16 | 2 | 2 | - | - | - | - | - | - | - | 10 | Tracker Types: | Regular | Non-Lethal | Temporary HP | ||||||
28 | Classes: | Bard | LT | - | - | - | - | - | - | - | - | - | Damage (-) / Heals (+) | ||||||||||||
29 | Character Level | 8 | = | 6 | 2 | - | - | - | - | - | - | - | - | - | Amount | Event | Type | ||||||||
30 | Base Attack Bonus | 5 | = | 4 | 1 | - | - | - | - | - | - | - | - | - | -5 | Guard Attack | Regular | ||||||||
31 | Caster Level | 8 | = | 6 | 2 | - | - | - | - | - | - | - | - | - | -15 | Guard Attack | Regular | ||||||||
32 | BAB | Str | Size | - | - | - | - | - | - | - | - | -19 | Staff of Lightning | Regular | |||||||||||
33 | Grapple | 6 | = | 5 | 1 | 0 | - | - | - | - | - | - | - | - | 8 | Belt of Healing | Regular | ||||||||
34 | Dex | Ioun Stone | - | - | - | - | - | - | - | - | - | -5 | Cold Damage | Regular | |||||||||||
35 | Initiative | 3 | = | 2 | 1 | - | - | - | - | - | - | - | - | - | -8 | Cold Damage | Regular | ||||||||
36 | Base AC | Dex | Armor | Shield | - | - | - | - | - | - | - | 10 | Belt of Healing | Regular | |||||||||||
37 | AC | 17 | = | 10 | 2 | 4 | 1 | - | - | - | - | - | - | - | 42 | CLW x2 | Regular | ||||||||
38 | AC - Flat Footed | 15 | = | 10 | 4 | 1 | - | - | - | - | - | - | - | Regular | |||||||||||
39 | AC - Touch | 12 | = | 10 | 2 | - | - | - | - | - | - | - | Regular | ||||||||||||
40 | Notes | +2 AC vs Evil, Can't be touched by summoned non-good | Regular | ||||||||||||||||||||||
41 | Bard | LT | Ability | Vest | - | - | - | - | - | - | - | Regular | |||||||||||||
42 | Fortitude | 6 | = | 2 | 0 | 2 | 2 | - | - | - | - | - | - | - | Regular | ||||||||||
43 | Reflex | 12 | = | 5 | 3 | 2 | 2 | - | - | - | - | - | - | - | Regular | ||||||||||
44 | Will | 9 | = | 5 | 3 | -1 | 2 | - | - | - | - | - | - | - | Regular | ||||||||||
45 | Notes | Continual Protection from Evil | Regular | ||||||||||||||||||||||
46 | Size | Armor | Carry | - | - | - | - | - | - | - | - | Regular | |||||||||||||
47 | Movement Speed | 30 | = | 30 | 0 | 0 | - | - | - | - | - | - | - | - | Regular | ||||||||||
48 | Bard | LT | Stat | - | - | - | - | - | - | - | - | Regular | |||||||||||||
49 | Concentration | 13 | = | 6 | 2 | 5 | - | - | - | - | - | - | - | - | Regular | ||||||||||
50 | Armor | Shield | - | - | - | - | - | - | - | - | - | Regular | |||||||||||||
51 | Arcane Spell Failure % | 0% | = | 0% | 0% | - | - | - | - | - | - | - | - | - | Regular | ||||||||||
52 | Armor | Shield | OR | Carry | - | - | - | - | - | - | - | Regular | |||||||||||||
53 | Armor Check Penalty | 0 | = | 0 | 0 | 0 | - | - | - | - | - | - | - | Regular | |||||||||||
54 | Mini- mum: | Dex | Armor | Shield | Carry | - | - | - | - | - | - | Regular | |||||||||||||
55 | AC Dex Bonus | 2 | = | 2 | 6 | - | - | - | - | - | - | - | - | Regular | |||||||||||
56 | Armor / Shields | ||||||||||||||||||||||||
57 | Item | AC Bonus | Type | ACP | Max Dex Bonus | Item Hardness | Item Hit Points | ASF% | Move Reduction | ||||||||||||||||
58 | Armor | Mithril Shirt | 4 | Light | 0 | 6 | 15 | 20 | 0% | 0 | |||||||||||||||
59 | Shield | Mithril Buckler | 1 | Shield | 0 | - | 15 | 5 | 0% | ||||||||||||||||
60 | Notes | Bards can wear light armor with no arcane spell failure chance | |||||||||||||||||||||||
61 | Iron Ward Diamond | DR 1/-, 10/day | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |||||||||||||
62 | Guard Attack | Guard Crit | Staff of Lighting | Demon Cold | Demon Cold | ||||||||||||||||||||
63 | Attacks | ||||||||||||||||||||||||
64 | Attack | Damage | |||||||||||||||||||||||
65 | Weapon | Attk | Damage | BAB | Stat | Magic | Misc | Base DMG | Stat | Magic | Misc | Dmg Type | Crit | Range | Type | Notes | |||||||||
66 | Silvertongue (Whip-Dagger) | 7 | 1d6 + 2 | 5 | 1 | 1 | - | 1d6 | 1 | 1 | - | 19/x2 | 15 | S | |||||||||||
67 | Longsword | 6 | 1d8 + 1 | 5 | 1 | - | - | 1d8 | 1 | - | - | 19/x2 | - | S | |||||||||||
68 | Light Mace | 6 | 1d6 + 1 | 5 | 1 | - | - | 1d6 | 1 | - | - | x2 | - | B | |||||||||||
69 | Dagger | 6 | 1d4 + 1 | 5 | 1 | - | - | 1d4 | 1 | - | - | 19/x2 | - | P/S | Hidden in Boot | ||||||||||
70 | Special Attacks | ||||||||||||||||||||||||
71 | Trip (with Whip) | Touch attack, opposed strength. If I win, he is prone. If I lose, I can go prone or drop whip. | |||||||||||||||||||||||
72 | Disarm (with Whip) | +2 to Disarm. Opposed attack rolls (with modifiers). If I win, he is disarmed. If I lose, he gets a counter disarm attempt. | |||||||||||||||||||||||
73 | Grab Worn Item | Like disarm, but it takes an item worn instead of an item held. | |||||||||||||||||||||||
74 | Spells Per Day | ||||||||||||||||||||||||
75 | Level 0 | Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | ||||||||||||||||||
76 | Bard | 3 | 3 | 3 | 1 | - | - | - | |||||||||||||||||
77 | Charisma | - | 1 | 1 | 1 | 1 | - | - | |||||||||||||||||
78 | Lyric Thaumaturge | - | 1 | 1 | - | - | - | - | |||||||||||||||||
79 | Campaign | 3 | - | - | - | - | - | - | |||||||||||||||||
80 | Total | 6 | 5 | 2 | 1 | 0 | 0 | 0 | |||||||||||||||||
81 | Spells | ||||||||||||||||||||||||
82 | Spell Range | Close | 45 | Med | 180 | Long | 720 | ||||||||||||||||||
83 | Spell | Effect Summary | Cast Time | Duration | Range | Save | DC | SR | Used | ||||||||||||||||
84 | Level 0 | Level 0 | |||||||||||||||||||||||
85 | Dancing Lights | Create 4 torches, 4 will-o-wisps, or 1 humanoid shape. Move it up to 100' / round, free action. 10' radius | Standard | 1 Minute | 180 | - | - | No | Detect Magic - Valient | ||||||||||||||||
86 | Detect Magic | Detect spells and magic items within 60 ft, can also detect outsider magic, see campaign notes below | Standard | Conc,8 Minutes | 60 | - | - | No | Prestidgit - Dry V&B | ||||||||||||||||
87 | Ghost Sounds | Create the illusion of any noise, up to the volume of twenty humans. | Standard | 8 Rounds | 45 | Will | 15 | No | |||||||||||||||||
88 | Prestidigitation | Change, chilll, clean, color, dampen, dirty, dry, firefinger, flavor, gather, polich, sketch, stich, tie, warm | Standard | 1 Hour | 10 | - | - | No | |||||||||||||||||
89 | Mage Hand | 5-pound Telekinesis | Standard | Concentration | 45 | - | - | No | |||||||||||||||||
90 | Read Magic | Read Scrolls and Spellbooks | Standard | 80 Minutes | - | - | - | No | |||||||||||||||||
91 | Level 1 | Level 1 | |||||||||||||||||||||||
92 | Cure Light Wounds | Cure 1d8+5 damage, or deal 1d8+5 damage to an undead. Will save for half damage | Standard | - | Touch | Will | 16 | Yes | Grease - Fight 1 | ||||||||||||||||
93 | Grease | Makes 10-ft square, or one object, slippery | Standard | 8 Rounds | 45 | Reflex | Text | No | CLW Self | ||||||||||||||||
94 | Instant of Power | Teammate gets +4 [enhancement] on next attack, save, or damage roll | Immediate | - | 45 | - | - | No | CLW Sacrifice Man | ||||||||||||||||
95 | Silent Image | Creates minor illusion of my design | Standard | Concentration | 720 | Will | 16 | No | |||||||||||||||||
96 | |||||||||||||||||||||||||
97 | Level 2 | Level 2 | |||||||||||||||||||||||
98 | Dimension Leap | Teleport up to 80', in 10' increments | Standard | - | 80 | - | - | No | Suggestion - Entrance | ||||||||||||||||
99 | Glitterdust | Blinds creatures, outlines invisible creatures. | Standard | 8 Rounds | 180 | Will | 17 | No | Suggestion - Dirk | ||||||||||||||||
100 | Alter Self | Assume form of similar creature. | Standard | 80 Minutes | Self | - | - | No | Dimension Leap | ||||||||||||||||
101 | Suggestion | Compels subject to follow stated course of action. | Standard | 8 Hours | 45 | Will | 17 | Yes | |||||||||||||||||
102 | Level 3 | Level 3 | |||||||||||||||||||||||
103 | Haste | Make allies move faster | Standard | 8 Rounds | 45 | - | - | No | Haste - First Cave Fight | ||||||||||||||||
104 | Dispel Magic | Cancels magical spells and effects. | Standard | - | 180 | - | - | No | |||||||||||||||||
105 | Summon Monster III | Summon creatures as allies for 8 rounds | Full | 8 Rounds | 45 | - | - | No | - | ||||||||||||||||
106 | Skill Tricks | ||||||||||||||||||||||||
107 | Collector of Stories | +5 competence bonus on trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities | |||||||||||||||||||||||
108 | Conceal Spellcasting | Sleight of Hand vs Perception. Success: opponent can't tell that I'm casting, and gets no AOO | |||||||||||||||||||||||
109 | Whip Climber | Use Whip as makeshift grappling hook. DC 11 Dexterity check to secure in place. Normal Climb check to use. | |||||||||||||||||||||||
110 | Special Abilities | ||||||||||||||||||||||||
111 | Daily Uses / Notes | ||||||||||||||||||||||||
112 | Lore Song | +4 bonus on a single attack, check, or save | Immediate | Self | Diplomacy Nick Guard | ||||||||||||||||||||
113 | Diplomacy Captain | ||||||||||||||||||||||||
114 | Douse the Flames | Manuever (once per combat) - Make a single attack as part of a standard action, on successful hit, the target cannot make attacks of opportunity for a round. | |||||||||||||||||||||||
115 | Bardic Music | ||||||||||||||||||||||||
116 | Spell | Effect Summary | Cast Time | Duration | Range | Save | DC | SR | Allowed / Used | 8 | |||||||||||||||
117 | Healing Hymn | Healing spells get +10 bonus to rolls. Doesn't affect wands or items. | Standard | Perform + 5 | Earshot | - | - | - | Captivating Melody - Dirk | ||||||||||||||||
118 | Healing Hymn | Each ally heals level * 2 hit points after 8 hours of rest (instead of normal) | 1 Minute | - | Earshot | - | - | - | Inspire Courage - First Cave Fight | ||||||||||||||||
119 | Inspire Courage | Allies get morale bonus on attack, dmg, and vs fear/charms | Swift | Perform + 5 | Earshot | - | - | - | Haunting Melody - First Fight | ||||||||||||||||
120 | Soothing Voice | Calm creatures within 30' of me like calm emotions spell | Standard | While Listening | 30 | Will | 1d20+19 | ||||||||||||||||||
121 | Haunting Melody | Save or be shaken for a number of rounds equal to your ranks in the Perform skill. | Standard | 1 Round | 30 | Will | 19 | ||||||||||||||||||
122 | Captivating Melody | Pass Perform vs DC15 + Spell Level: +2 to DC of enchant or illusion spell | Swift | - | - | - | - | - | |||||||||||||||||
123 | Activated Magical Items | ||||||||||||||||||||||||
124 | Count | Item | Powers | Range | Duration | Activation | AOO? | Daily Uses / Notes | |||||||||||||||||
125 | 1/day | Silvertongue - Snake's Whisper | Charm Person, DC 11+Cha Mod | 25 | 8 Hours | Standard | Yes | ||||||||||||||||||
126 | |||||||||||||||||||||||||
127 | 3/day | Silvertongue - Snake's Bite | Crack whip to shoot 4 1d4+1 magic missiles, multi-target | 150' | - | Standard | No | Guard | |||||||||||||||||
128 | |||||||||||||||||||||||||
129 | 2/day | Silvertongue - Snake's Strike | Snake's Swiftness on Any Ally in Range | 30' | - | Standard | Yes | ||||||||||||||||||
130 | |||||||||||||||||||||||||
131 | 1 | Third Eye Freedom | Freedom of Movmement for one round | Self | 1 Round | Immediate (Mental) | No | ||||||||||||||||||
132 | |||||||||||||||||||||||||
133 | 1 | Continual Flame Ioun Stone | Illuminate 20', shadowy illumination 40' | Touch | Forever | - | No | Continual | |||||||||||||||||
134 | |||||||||||||||||||||||||
135 | 2/day | Anklet of Translocation | Teleport 10', line of sight | Self | - | Swift | No | ||||||||||||||||||
136 | |||||||||||||||||||||||||
137 | 3/day | Badge of Valor | +1 to Inspire Courage or +2 save vs charm & fear effects (60' allies) | Self / 60' | - | Immediate | No | First cave Fight | |||||||||||||||||
138 | |||||||||||||||||||||||||
139 | 3/day | Helm of Tactics | Allies within 60' get +2 bonus on damage rolls vs enemies they or I am flanking. | 60' | 10 Rounds | Swift (mental) | No | ||||||||||||||||||
140 | |||||||||||||||||||||||||
141 | 1/day | Regalia of the Hero (2 pieces) | Grant nearby ally (other than myself) +5 to attack, save or skill check | 30' | instant | Immediate (Command) | No | Sense Motive Dirk | |||||||||||||||||
142 | |||||||||||||||||||||||||
143 | 3/day | Healing Belt | Heal damage via touch. 1 Charge: 2d8, 2 Charges: 3d8, 3 Charges: 4d8 | Touch | Instant | Standard (Command) | Yes | use 1 | use 2 | ||||||||||||||||
144 | use 2 | ||||||||||||||||||||||||
145 | 49 | Wand of Benign Transposition | Benign Transposition | 110' | Instant | Standard | Yes | ||||||||||||||||||
146 | |||||||||||||||||||||||||
147 | 25 | Wand of Blockade | Blockade | 0 | 3 Rounds | Swift (Command) | No | ||||||||||||||||||
148 | |||||||||||||||||||||||||
149 | Skills | ||||||||||||||||||||||||
150 | Class | Skill | Untrained? | Ability | Total | Stats | Armor Penalty | Class Bonus | Reg. Ranks | Background Ranks | Item | Misc | Notes | ||||||||||||
151 | Bard | Acrobatics | Yes | DEX | 6 | = | 2 | 0 | 3 | 1 | |||||||||||||||
152 | Bard | Appraise | Yes | INT | 2 | = | 2 | - | - | ||||||||||||||||
153 | All | Artistry () | Yes | INT | 2 | = | 2 | - | - | ||||||||||||||||
154 | Bard | Bluff | Yes | CHA | 9 | = | 5 | - | 3 | 1 | |||||||||||||||
155 | Bard | Climb | Yes | STR | 1 | = | 1 | 0 | - | ||||||||||||||||
156 | All | Craft () | Yes | INT | 2 | = | 2 | - | - | ||||||||||||||||
157 | Bard | Diplomacy | Yes | CHA | 19 | = | 5 | - | 3 | 8 | 2 | 1 | |||||||||||||
158 | Disable Device | No | DEX | - | = | 2 | 0 | - | |||||||||||||||||
159 | Bard | Disguise | Yes | CHA | 5 | = | 5 | - | - | ||||||||||||||||
160 | Bard | Escape Artist | Yes | DEX | 2 | = | 2 | 0 | - | ||||||||||||||||
161 | Fly | Yes | DEX | 2 | = | 2 | 0 | - | |||||||||||||||||
162 | Handle Animal | No | CHA | - | = | 5 | - | - | Can only: push domestic animals | ||||||||||||||||
163 | Heal | Yes | WIS | -1 | = | -1 | - | - | |||||||||||||||||
164 | Intimidate | Yes | CHA | 3 | = | 5 | - | - | -2 | ||||||||||||||||
165 | Bard | Knowledge (Arcana) | No | INT | 11 | = | 2 | - | 3 | 6 | |||||||||||||||
166 | Bard | Knowledge (Dungeoneering) | No | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
167 | Bard | Knowledge (Engineering) | No | INT | - | = | 2 | - | - | ||||||||||||||||
168 | Bard | Knowledge (Geography) | No | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
169 | Bard | Knowledge (History) | No | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
170 | Bard | Knowledge (Local) | No | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
171 | Bard | Knowledge (Nature) | No | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
172 | Bard | Knowledge (Nobility) | No | INT | - | = | 2 | - | - | ||||||||||||||||
173 | Bard | Knowledge (Planes) | No | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
174 | Bard | Knowledge (Religion) | No | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
175 | Bard | Linguistics | Yes | INT | 20 | = | 2 | - | 3 | 10 | 4 | 1 | |||||||||||||
176 | All | Lore (Hezrou Demons) | Yes | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
177 | All | Lore (Balor Demons) | Yes | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
178 | All | Lore (Red Dragons) | Yes | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
179 | All | Lore (Green Dragons) | Yes | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
180 | All | Lore (Black Dragons) | Yes | INT | 6 | = | 2 | - | 3 | 1 | |||||||||||||||
181 | Bard | Perception | Yes | WIS | 8 | = | -1 | - | 3 | 6 | |||||||||||||||
182 | Bard | Perform | Yes | CHA | 5 | = | 5 | - | - | ||||||||||||||||
183 | Bard | Perform (Voice) | Yes | CHA | 17 | = | 5 | - | 3 | 7 | 2 | Can be used to diplomacy animals, and for caster conc. checks | |||||||||||||
184 | Bard | Profession () | No | WIS | - | = | -1 | - | - | ||||||||||||||||
185 | Ride | Yes | DEX | 2 | = | 2 | 0 | - | |||||||||||||||||
186 | Bard | Sense Motive | Yes | WIS | 7 | = | -1 | - | 3 | 3 | 2 | ||||||||||||||
187 | Bard | Sleight of Hand | No | DEX | 10 | = | 2 | 0 | 3 | 5 | |||||||||||||||
188 | Skill Tricks | - | - | 3 | = | - | - | - | 6 | ||||||||||||||||
189 | Bard | Spellcraft | No | INT | 13 | = | 2 | - | 3 | 6 | 2 | ||||||||||||||
190 | Bard | Stealth | Yes | DEX | 6 | = | 2 | 0 | 3 | 1 | |||||||||||||||
191 | Survival | Yes | WIS | -1 | = | -1 | - | - | |||||||||||||||||
192 | Swim | Yes | STR | 1 | = | 1 | 0 | - | |||||||||||||||||
193 | Bard | Use Magic Device | No | CHA | 18 | = | 5 | - | 3 | 8 | 2 | ||||||||||||||
194 | Skill Point History | ||||||||||||||||||||||||
195 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | |||||
196 | Class | 6 | 6 | 6 | 6 | 6 | 6 | 4 | 4 | Adventure Used | |||||||||||||||
197 | Race | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 68 / 68 | |||||||||||||||
198 | Intelligence | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | Background Used | |||||||||||||||
199 | Background | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 16 / 16 | |||||||||||||||
200 | Hit Point Rolls and History | ||||||||||||||||||||||||
201 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | Total Hit Points | ||||
202 | Die Roll | d6 | d6 | d6 | d6 | d6 | d6 | d6 | d6 | 53 | |||||||||||||||
203 | Result | 6 | 5 | 2 | 5 | 6 | 2 | 5 | 6 | ||||||||||||||||
204 | Constitution | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | ||||||||||||||||
205 | Racial Features | ||||||||||||||||||||||||
206 | Size | Medium | |||||||||||||||||||||||
207 | Speed | 30 ft. | |||||||||||||||||||||||
208 | Bonus Feat | Bonus feat | |||||||||||||||||||||||
209 | Skilled | Extra point every level | |||||||||||||||||||||||
210 | Languages | Common | |||||||||||||||||||||||
211 | Traits, Feats, and Flaws | ||||||||||||||||||||||||
212 | Trait | Polite | +1 to diplomacy, -2 to intimidate | ||||||||||||||||||||||
213 | Flaw | Murkey-Eyed | In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. | ||||||||||||||||||||||
214 | Bonus | Melodic Casting | Cast and activate magical items while maintaining bardic music. Use perform check in place of concentration | ||||||||||||||||||||||
215 | Human | Martial Study Douse the Flame | As part of this maneuver, you make a melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can’t make attacks of opportunity for 1 round. The opponent still threatens its normal area; it simply cannot make attacks of opportunity. | ||||||||||||||||||||||
216 | 1 | Martial Stance [Bolstering Voice] | While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves, or a +4 morale bonus on Will saves against fear effects. | ||||||||||||||||||||||
217 | 3 | Song of the White Raven | While you are in any White Raven stance, you can activate your bardic music ability to inspire courage as a swift action. Your crusader and warblade levels stack with your bard levels to determine the bonus granted by your inspire courage ability. | ||||||||||||||||||||||
218 | 6 | Chaos Music | Your effective bard level increases by +4 for the purpose of determining which bardic music abilities you can use. This feat can't increase your effective bard level beyond your Hit Dice. However, if you can't benefit from the full bonus immediately, but later gain nonbard Hit Dice, you may apply the rest of the bonus. This does not affect your spells per day or spells known. It only increases your effective bard level in regards to using your bardic music ability. | ||||||||||||||||||||||
219 | Bard Class Features | ||||||||||||||||||||||||
220 | Bardic Music | Create various effects with your music and poetics. See details below. | |||||||||||||||||||||||
221 | Lore Song [Rep. Bardic Knowledge] | Once per day, as an immediate action, you can gain a +4 insight bonus on a single attack, check, or save. You gain one additional daily use of this ability at every odd-numbered bard level (3rd, 5th, and so on). | |||||||||||||||||||||||
222 | Soothing Voice [Replace Countersong] | Any creature within 30' who can understand the Bard is affected. Bard makes a diplomacy check. The result is the Will Save DC for each creature. If the effect succeeds, the creature is affected as if by the calm emotions spell. The effect lasts as long as the creature listens to the bard, although the creature may wander off on its own if there is nothing to keep its interest. | |||||||||||||||||||||||
223 | Healing Hymn [Replace Fascinate] | you can use your music or poetics to create an area conducive to healing. To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you're good or neutral) or profane (if you're evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items. In addition if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost. | |||||||||||||||||||||||
224 | Inspire Courage | A bard can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing 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 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability. | |||||||||||||||||||||||
225 | Soothe the Beast [Inspire Competence] | You gain an ability similar to the wild empathy ability of a druid or ranger. Your music can improve the attitude of an animal. You make a Perform check instead of a Diplomacy check and use the result to determine the animal's new attitude. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, you must be within 30 feet of the animal. The check takes 1 minute, but it might take longer to actually infl uence the animal. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. | |||||||||||||||||||||||
226 | Haunting Melody [Replace Suggestion] | When you sing or use some other Perform skill, you can unnerve enemies within 30 feet of you. Any opponent in range must succeed on a Will saving throw (DC 10 + 1/2 your bard level + your Cha modifier) or become shaken for a number of rounds equal to your ranks in the Perform skill. This is a mind-affecting fear effect. Using this ability counts as one of your daily uses of bardic music. | |||||||||||||||||||||||
227 | Lyric Thaumaturge Class Features | ||||||||||||||||||||||||
228 | Bonus Spells | You gain one additional 1st-level and 2nd-level bard spell slot. | |||||||||||||||||||||||
229 | Captivating Melody | Increase the DC of an enchantment or illusion spell by using a bardic music and passing DC 15 + Spell Level perform check. | |||||||||||||||||||||||
230 | Campaign Specific | ||||||||||||||||||||||||
231 | Detect Magic Mod | When Breeze casts detect magic, on the fourth round of concentration, he can detect if magic is "outsider" magic or not | |||||||||||||||||||||||
232 | Extra Cantrips | Three additional cantrip slots per day | |||||||||||||||||||||||
233 | Legacy Weapon Ability Unlocked | ||||||||||||||||||||||||
234 | Silvertongue (Whip) Abilities | +1 Whip Dagger | |||||||||||||||||||||||
235 | 5th | Three times per day, you can snap Silvertongue to use magic missile as the spell. The projectiles of force are shaped like snakes’ heads. Caster level 5th | |||||||||||||||||||||||
236 | Range | 150' | Save | None | Spell Resist | Yes | |||||||||||||||||||
237 | Four missiles of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage each. The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell. Can strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage. | ||||||||||||||||||||||||
238 | 6th | ||||||||||||||||||||||||
239 | 7th | ||||||||||||||||||||||||
240 | 8th | ||||||||||||||||||||||||
241 | Prestidigitation | ||||||||||||||||||||||||
242 | Change | You transform one object of Fine size or smaller into another object of roughly the same size. The object can weigh no more than 8 ounces.The change must be within the same kingdom (animal, vegetable, or mineral). For example, you could change a piece of paper into scrap of linen, and then change that into a rose. Likewise, you could change a coin into a ring.You could not, however, turn a strip of leather into a piece of paper | |||||||||||||||||||||||
243 | Chill | You reduce the temperature of an object by about 40° F, but never below freezing (32° F). After an hour the object’s temperature returns to normal. | |||||||||||||||||||||||
244 | Clean | You remove dirt, dust, and stains from floors,walls, dishes, windows, and the like, leaving these surfaces or objects spotless. You can clean an object witha volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. The effect does not remove any foreign object of Fine size or larger. Dirt you remove is permanently gone, but objects you clean can get dirtyagain just like anything else | |||||||||||||||||||||||
245 | Color | You bring color to an object. You can restore faded hues or give it a new color. If you add color, it must be from the visible spectrum (red, orange, yellow, green,blue, indigo, or violet). You cannot change an object’s pattern, such as adding or removing stripes or polka dots, but you can change the color in a pattern so that, for example, a blue garment with white stripes becomes green with yellow stripes. | |||||||||||||||||||||||
246 | Dampen | You leave an object damp to the touch for 1 hour. Damp objects have fire resistance 2 while the effect lasts. | |||||||||||||||||||||||
247 | Dirty | You soil, spot, and sully walls, floors, dishes,garments, or the like, leaving them dusty, filthy, orstained. You can dirty an object with a volume of 1 cubicfoot, or 1 square foot of the surface of a larger object, each round. Dirt you add remains after the effect ends, but objects you soil can be cleaned again just like anything else. | |||||||||||||||||||||||
248 | Dry | You remove dampness and excess moisture froman object. Moisture you remove does not return after the effect ends, but the object can become wet again just like anything else. | |||||||||||||||||||||||
249 | Firefinger | You cause a jet of flame up to ½ foot long to shoot forth from your finger. The flame is hot and ignites combustible materials. Lighting a torch with this effect is a standard action (rather than a full-round action), but lighting any other fire with it takes at least a standard action (DM’s discretion) | |||||||||||||||||||||||
250 | Flavor | You give a substance a better, worse, or different flavor. You could, for example, make porridge taste like lobster bisque. You do not change the substance’s quality or wholesomeness. Spoiled food remains spoiled,a poisoned drink is still deadly, and inedible material provides no nourishment—you can make a twig taste like steak, but it remains a twig. | |||||||||||||||||||||||
251 | Gather | You neatly collect numerous objects. The objects you gather can be no larger than Fine size, no two items can be more than 10 feet apart, and their total weight cannot exceed 1 pound. You can place the gathered objects into a container you touch, or you can form a stack or pile that you touch.You can gather selectively; for instance, you can pickup just the coins from an area. | |||||||||||||||||||||||
252 | Polish | You bring luster to a wood, metal, stone, leather, glass, or ceramic object. The object must be clean to start with. It remains shiny after the effect ends but can become dull again like anything else. | |||||||||||||||||||||||
253 | Sketch | You create a two-dimensional visual figment of whatever you desire. You can leave the image hanging in the air, in which case it is immobile, or place it on a mobile object, such as a shield. The image can be no more than 1-foot square, and it lasts a maximum of 1 hour. | |||||||||||||||||||||||
254 | Stitch | You magically sew seams in textiles or leather.You can create new stitching or repair old work. Unlike the mending cantrip, you cannot heal rips, holes, or tears (though you can patch or sew them together). If you have thread on hand, the stitches you make remain after the effect ends, but they are no stronger or weaker than normal stitching. You also can sew without thread, but then the seams last only an hour. | |||||||||||||||||||||||
255 | Tie | You magically tie a firm knot (as though taking 10 with the Use Rope skill) in a thread, string, cord, rope,or cable up to 10 feet long. You can knot together two such objects if they’re within 1 foot of each other. | |||||||||||||||||||||||
256 | Warm | You increase the temperature of an object by about 40° F, but never above 140° F. After an hour the object’s temperature returns to normal. | |||||||||||||||||||||||
257 | Alter Self | ||||||||||||||||||||||||
258 | Name | Source | V/S/M | Size | AC | Run | Swim | Burrow | Fly | Skills | Attacks | Special | |||||||||||||
259 | Aquatic Elf | MM 103 | All | M | - | 30 | 40 | - | - | 2 Listen, 2 Search, 2 Spot | Waterbreathing | ||||||||||||||
260 | Skulk | FF 154 | All | M | - | 30 | - | - | - | 8 Move Silent, 15 Hide | |||||||||||||||
261 | Avarial | RoF 31 | All | M | - | 30 | - | - | 50 | 4 Spot, 4 Jump, 2 Listen, 2 Search | Wings | ||||||||||||||
262 | Mongrelfolk | FF 125 | All | M | - | 30 | - | - | - | 8 Hide, 8 Sleight of Hand | Endurance | ||||||||||||||
263 | Troglodyte | MM 246 | All | M | 6 | 30 | - | - | - | 4 Hide (8 Underground) | 1d4 claw, 1d4 claw, 1d4 bite weapon, 1d4 claw, 1d4 bite | Multiattack (-2 instead of -5 on bite) | |||||||||||||
264 | Crucian | MH 59 | All | M | 8 | 20 | - | - | - | Iron Will (+2 will), Weapon Focus (Warhammer) | |||||||||||||||
265 | Asabi | MoF 15 | All | M | 2 | 50 | - | 20 | - | 1d4 Bite | Combat Reflexes, Jump Lengths Increased | ||||||||||||||
266 | Dwarf | PHB 14 | All | M | - | 20 | - | - | - | 2 Search (Stone/metal), 2 craft (stone/metal) | - | No speed reduction for encumberance |
1 | Breeze the Bard's Inventory | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Carrying Capacity | Totals | |||||||||||||||||||||||
3 | Max | Speed | ACP | Max Dex | Max | Speed | ACP | Max Dex | Current Load | Range | Speed | ACP | Max Dex | Total Value | Carry Weight | ||||||||||
4 | Light | 43 | 0 | 0 | - | Overhd Lift | 260 | Light | 0 | 43 | 0 | 0 | - | 42096.4 | 40.1 | ||||||||||
5 | Medium | 86 | -10 | -3 | 3 | Drag | 650 | Other | Haversack | ||||||||||||||||
6 | Heavy | 130 | -10 | -6 | 1 | Carried | 40.1 | 34.7 | |||||||||||||||||
7 | Immobile | 131+ | -30 | -20 | 0 | Not Carried | Carried | Not Carried | |||||||||||||||||
8 | Key Body Slots (Max One Item in Each Slot, for Enchantment Purposes) | ||||||||||||||||||||||||
9 | Quantity | Value | Lbs | Item | Location | Notes | Value | Other | Haversack | ||||||||||||||||
10 | Arms | - | |||||||||||||||||||||||
11 | 1 | 1100 | 10 | Mithril Shirt | Body | 1100 | 10 | - | |||||||||||||||||
12 | 1 | 1115 | 2.5 | Mithral Buckler with Wand Chamber | Shield | 1115 | 2.5 | - | |||||||||||||||||
13 | 1 | 2600 | - | Third Eye Freedom | Face | 2600 | - | - | |||||||||||||||||
14 | 1 | 1400 | - | Anklet of Translocation | Feet | 1400 | - | - | |||||||||||||||||
15 | Hands | - | |||||||||||||||||||||||
16 | 1 | 2000 | 1 | Helm of Tactics | Head | 2000 | 1 | - | |||||||||||||||||
17 | 1 | 4000 | - | Ring of Protection from Evil, Continuous | Ring (Left) | 4000 | - | - | |||||||||||||||||
18 | Ring (Right) | - | |||||||||||||||||||||||
19 | 1 | 4000 | 2 | Cloak of Charisma +2 | Shoulders | 4000 | 2 | - | |||||||||||||||||
20 | 1 | 1200 | - | Badge of Valor | Throat | 1200 | - | - | |||||||||||||||||
21 | 1 | 4000 | - | Vest of Resistance +2 | Torso | 4000 | - | - | |||||||||||||||||
22 | 1 | 750 | 1 | Healing Belt | Waist | 750 | 1 | - | |||||||||||||||||
23 | Weapons | ||||||||||||||||||||||||
24 | Quantity | Value | Lbs | Item | Location | Notes | Value | Other | Haversack | ||||||||||||||||
25 | 1 | 15025 | 2 | Silvertongue (Nathair) - Dragonmade Whip | Hip | White, Smooth Legacy Ritual Unlocked for Breeze | 15025 | 2 | - | ||||||||||||||||
26 | 1 | 100 | 2 | Wand Chamber for Whip | On Whip | 100 | 2 | - | |||||||||||||||||
27 | 1 | 15 | 4 | Longsword | Hip | 15 | 4 | - | |||||||||||||||||
28 | 1 | 5 | 4 | Light Mace | Haversack | 5 | - | 4 | |||||||||||||||||
29 | 1 | 2 | 1 | Dagger | Boot | 2 | 1 | - | |||||||||||||||||
30 | 30 | 0.05 | 0.15 | Arrows | Quiver | 1.5 | 4.5 | - | |||||||||||||||||
31 | Other Items Carried / Worn | ||||||||||||||||||||||||
32 | Quantity | Value | Lbs | Item | Location | Notes | Value | Other | Haversack | ||||||||||||||||
33 | 1 | 2000 | 5 | Handy Haversack | Back | 2000 | 5 | - | |||||||||||||||||
34 | 1 | 75 | 4 | Breeze's Tailored Outfit | Worn | Gives +2 to Diplomacy | 75 | 4 | - | ||||||||||||||||
35 | 1 | 500 | - | Cracked Dusty Rose Prism Ioun Stone | Pinned to Shirt | +1 to Initiative | 500 | - | - | ||||||||||||||||
36 | 1 | 375 | 0.05 | Wand of Blockade | Whip Wand Chamber | 375 | 0.05 | - | |||||||||||||||||
37 | 1 | 750 | 0.05 | Wand of Benign Transposition | Shield Wand Chamber | 750 | 0.05 | - | |||||||||||||||||
38 | 1 | 500 | - | Iron Ward Diamond | On Armor | 500 | - | - | |||||||||||||||||
39 | 1 | 100 | 1 | Masterwork Drum | Hung at Side | +1 to Inspire Courage A&D, -1 vs Charm and Fear | 100 | 1 | - | ||||||||||||||||
40 | 2 | 20 | 0.5 | Smokestick | Haversack | 40 | - | 1 | |||||||||||||||||
41 | 2 | 20 | 1 | Stonebreaker Acid | Haversack | 40 | - | 2 | |||||||||||||||||
42 | 2 | 1 | - | Darkflare | Haversack | 2 | - | - | |||||||||||||||||
43 | 1 | 2 | - | Sparker (10 Uses) | Haversack | 2 | - | - | |||||||||||||||||
44 | 3 | 0.1 | - | Flour Pouch | Haversack | 0.3 | - | - | |||||||||||||||||
45 | 1 | 10 | - | Ipacac (2 doses) | Haversack | 10 | - | - | |||||||||||||||||
46 | 4 | 0.1 | - | Insectbane Candle | Haversack | 0.4 | - | - | |||||||||||||||||
47 | 5 | 10 | - | Eggshell Grenade, Dust | Haversack | 50 | - | - | |||||||||||||||||
48 | 10 | 0.01 | - | Garlic | Haversack | 0.1 | - | - | |||||||||||||||||
49 | 1 | 3 | - | Rubber Ball | Haversack | 3 | - | - | |||||||||||||||||
50 | 1 | 2 | 2 | Buttefly Net | Haversack | 2 | - | 2 | |||||||||||||||||
51 | 10 | 0.05 | 1 | Torch | Haversack | 0.5 | - | 10 | |||||||||||||||||
52 | 1 | 50 | - | Air Crystals | Haversack | 50 | - | - | |||||||||||||||||
53 | 1 | 5 | - | Scentbreaker | Haversack | 5 | - | - | |||||||||||||||||
54 | 1 | 20 | 10 | 100' Silk Rope | Haversack | 20 | - | 10 | |||||||||||||||||
55 | 1 | 50 | - | Simple Crystal of Spell Affinity | Haversack | Gives +2 to Spellcraft | 50 | - | - | ||||||||||||||||
56 | 1 | 50 | - | Book of Common Magical Phrases | Haversack | Gives +2 to Use Magic Device | 50 | - | - | ||||||||||||||||
57 | 1 | 50 | - | Ring Dedicated to the God of Truth | Haversack | Gives +2 to Sense Motive | 50 | - | - | ||||||||||||||||
58 | 1 | 75 | 1 | Dull Grey Ioun Stone, with Continual Flame | Haversack | 75 | - | 1 | |||||||||||||||||
59 | 1 | 5 | 3 | Small-sized Lute | Haversack | 5 | - | 3 | |||||||||||||||||
60 | 10 | 0.1 | - | Chalk | Haversack | 1 | - | - | |||||||||||||||||
61 | 10 | 0.1 | - | Candle | Haversack | 1 | - | - | |||||||||||||||||
62 | 3 | 1 | - | Pencil | Haversack | 3 | - | - | |||||||||||||||||
63 | 1 | 5 | - | Small Notebook | Haversack | 5 | - | - | |||||||||||||||||
64 | 1 | 0.1 | 0.5 | Empty Sack | Haversack | 0.1 | - | 0.5 | |||||||||||||||||
65 | 4 | 3 | 0.3 | Empty Vial (2oz) | Haversack | 12 | - | 1.2 | |||||||||||||||||
66 | 1 | 0.5 | - | Sewing Needle and Thread | Haversack | 0.5 | - | - | |||||||||||||||||
67 | Quest Items | ||||||||||||||||||||||||
68 | 1 | - | - | Diary About the Flute | Haversack | See Quest Sheet | - | - | |||||||||||||||||
69 | 1 | - | - | Letter from Safe in the Inn | Haversack | See Quest Sheet | - | - | |||||||||||||||||
70 | 1 | 5 | - | Lover's Ring, Silver | Pinky Finger | See Quest Sheet | 5 | - | |||||||||||||||||
71 | 1 | - | - | Dwarven Pamphlet | Haversack | See Quest Sheet | - | - | |||||||||||||||||
72 | Coin / Coin History | ||||||||||||||||||||||||
73 | 63.6 | Total Gold Owned Right Now | |||||||||||||||||||||||
74 | 856 | From Earlier in Game | |||||||||||||||||||||||
75 | 2271 | Sell at First Rest | |||||||||||||||||||||||
76 | -100 | Masterwork Drum | |||||||||||||||||||||||
77 | -1200 | Badge of Valor | |||||||||||||||||||||||
78 | -50 | Masterwork Item - Spellcraft | |||||||||||||||||||||||
79 | -50 | Masterwork Item - Use Magic D. | |||||||||||||||||||||||
80 | -50 | Masterwork Item - Sense Motive | |||||||||||||||||||||||
81 | -1400 | Anklet of Translocation | |||||||||||||||||||||||
82 | 80 | Sell Gloves, get Torch Net | |||||||||||||||||||||||
83 | -50 | Masterwork Item - Sing | |||||||||||||||||||||||
84 | -0.6 | Refill Arrows | |||||||||||||||||||||||
85 | 378 | Vir sells Armor Ring | |||||||||||||||||||||||
86 | 320 | Loan from Matias | |||||||||||||||||||||||
87 | 157.5 | Sale of MW Studded Leather | |||||||||||||||||||||||
88 | -1100 | Buy Mithril Shirt | |||||||||||||||||||||||
89 | 20244.7 | Gold Split in Shaker Heights | |||||||||||||||||||||||
90 | -20241 | Lots of Purchases, See Notes "Purchases Shaker Heights" | |||||||||||||||||||||||
91 | -2 | Butterfly Net | |||||||||||||||||||||||
92 | |||||||||||||||||||||||||
93 | |||||||||||||||||||||||||
94 | |||||||||||||||||||||||||
95 | |||||||||||||||||||||||||
96 | |||||||||||||||||||||||||
97 | |||||||||||||||||||||||||
98 | |||||||||||||||||||||||||
99 | |||||||||||||||||||||||||
100 | |||||||||||||||||||||||||
101 | |||||||||||||||||||||||||
102 |
1 | Traits, Flaws, and Feats | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Trait | Polite | +1 to diplomacy, -2 to intimidate | ||||||||||||||||||||||
3 | Flaw | Murkey-Eyed | In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails. | ||||||||||||||||||||||
4 | Bonus | Melodic Casting | Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. | ||||||||||||||||||||||
5 | In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform. | ||||||||||||||||||||||||
6 | Human | Martial Study [Douse the Flame] | You strike your enemy with a resounding blow, capturing his attention. As he turns to look, you let loose with a string of oaths, challenges, and taunts that force him to focus his attention on you. | ||||||||||||||||||||||
7 | As a White Raven adept, you are as much a tactician as you are a war leader. You learn to create openings for your allies to maximize the teamwork and esprit de corps that you foster. You know that for a group to succeed, it must work together, and that individual glory must be set aside so that the group can achieve victory. | ||||||||||||||||||||||||
8 | As part of this maneuver, you make a melee attack against a single target you threaten. If your attack hits, you deal normal melee damage, and the target creature can’t make attacks of opportunity for 1 round. The opponent still threatens its normal area; it simply cannot make attacks of opportunity. | ||||||||||||||||||||||||
9 | 1 | Martial Stance [Bolstering Voice] | Your clarion voice strengthens the will of your comrades. So long as you remain on the field of battle, your allies are strengthened against attacks and effects that seek to subvert their willpower. | ||||||||||||||||||||||
10 | The discipline of the White Raven stresses that an army is effective only when its members are motivated to fight. In the face of a daunting enemy or unexpected hardship, the most skilled warrior is worthless if he lacks strength of will. When you adopt the bolstering voice stance, you shout encouragement to your allies, disparage your foes, and lend much-needed support to raise your allies’ spirits. By drawing on the example you set, your allies harden their will to fight and battle on despite your enemies’ attempts to turn them aside. | ||||||||||||||||||||||||
11 | While you are in this stance, all allies within range who can hear you gain a +2 morale bonus on Will saves, or a +4 morale bonus on Will saves against fear effects. | ||||||||||||||||||||||||
12 | 3 | Song of the White Raven | While you are in any White Raven stance, you can activate your bardic music ability to inspire courage as a swift action. Your crusader and warblade levels stack with your bard levels to determine the bonus granted by your inspire courage ability. | ||||||||||||||||||||||
13 | 6 | Chaos Music | Your effective bard level increases by +4 for the purpose of determining which bardic music abilities you can use. This feat can't increase your effective bard level beyond your Hit Dice. However, if you can't benefit from the full bonus immediately, but later gain nonbard Hit Dice, you may apply the rest of the bonus. This does not affect your spells per day or spells known. It only increases your effective bard level in regards to using your bardic music ability. | ||||||||||||||||||||||
14 | Skill Tricks | ||||||||||||||||||||||||
15 | 5 | Whip Climber | You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weightbearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Use Rope check as normal for securing a grappling hook (PH 86) but takes only a move action. | ||||||||||||||||||||||
16 | 6 | Conceal Spellcasting | You can cast a spell without revealing that you are doing so. Make a Sleight of Hand check as part of the action used to cast the spell, opposed by the Spot checks of onlookers. If you are successful, an observer can't tell that you're casting a spell. That observer cannot make an attack of opportunity against you for casting, nor can it attempt to counter your spell. | ||||||||||||||||||||||
17 | 8 | Collector of Stories | When you attempt a trained Knowledge check to identify a creature or to learn its special powers or vulnerabilities, you gain a +5 competence bonus on the check. | ||||||||||||||||||||||
18 | Class Features | ||||||||||||||||||||||||
19 | 1 | Lore Song (Replace Bardic Knowledge) | Once per day, as an immediate action, you can gain a +4 insight bonus on a single attack, check, or save. You gain one additional daily use of this ability at every odd-numbered bard level (3rd, 5th, and so on). | ||||||||||||||||||||||
20 | 1 | Bardic Music | Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. 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 music ability until he acquires the needed ranks. | ||||||||||||||||||||||
21 | 1 | Healing Humn [Bardic Music] [SP] (Replaces Fascinate) | If you have 3 or more ranks in a Perform skill, you can use your music or poetics to create an area conducive to healing. | ||||||||||||||||||||||
22 | To be affected, an ally must be able to see and hear you perform. The effect lasts as long as you continue performing and for 5 rounds thereafter. An affected ally who casts any conjuration (healing) spell gains a +1 sacred (if you’re good or neutral) or profane (if you’re evil) bonus on the roll for each rank you have in the Perform skill. This ability has no effect on spells cast from wands, scrolls, or other magic items. | ||||||||||||||||||||||||
23 | In addition, if you use this ability for 1 full minute before you and your allies retire for the night, everyone in the group heals naturally as if he had completed 24 hours of bed rest (thus recovering twice his character level in hit points). If the music is interrupted, the magic of the song is lost. | ||||||||||||||||||||||||
24 | Either use of healing hymn counts as one daily use of your bardic music ability. | ||||||||||||||||||||||||
25 | 1 | Soothing Voice [Bardic Music] [Sp] (Replace Countersong) | A 1st-level bard with 3 or more ranks in Diplomacy can spend one daily use of his bardic music to use a composed, steady voice and reason to calm the emotions in others around him. This ability works in much the same way as the fascinate ability, with the following differences. | ||||||||||||||||||||||
26 | The creature(s) to be soothed must be within 30 feet of the bard and must be able to understand the language he is speaking. To use this ability, the bard makes a Diplomacy check. His check result is the DC for each affected creature’s Will save against the effect. On a success, the creature is affected as if by the calm emotions spell. | ||||||||||||||||||||||||
27 | The effect lasts as long as the creature listens to the bard, although the creature may wander off on its own if there is nothing to keep its interest. | ||||||||||||||||||||||||
28 | This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures. | ||||||||||||||||||||||||
29 | This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime. | ||||||||||||||||||||||||
30 | 1 | Inspire Courage [Bardic Music] [Su] | A bard with 3 or more ranks in a Perform skill can use song or poetics 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 hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. | ||||||||||||||||||||||
31 | |||||||||||||||||||||||||
32 | |||||||||||||||||||||||||
33 | |||||||||||||||||||||||||
34 | 3 | Soothe the Beast | You gain an ability similar to the wild empathy ability of a druid or ranger. Your music can improve the attitude of an animal. You make a Perform check instead of a Diplomacy check and use the result to determine the animal's new attitude. The typical domesticated animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use this ability, you must be within 30 feet of the animal. The check takes 1 minute, but it might take longer to actually infl uence the animal. You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. | ||||||||||||||||||||||
35 | 6 | Command [Bardic Music] [Sp] (Replace Suggestion) | A 6th-level half-elf bard with at least 9 ranks in Diplomacy may spend one daily use of her bardic music to issue a command (as the spell) to a creature within 30 feet. Alternatively, the command can affect all creatures that the bard has affected with her soothing voice or fascinate ability. A Will saving throw (DC 11 + bard’s Cha modifier) negates the effect. | ||||||||||||||||||||||
36 | You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. | ||||||||||||||||||||||||
37 | Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. | ||||||||||||||||||||||||
38 | Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn. | ||||||||||||||||||||||||
39 | Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties. | ||||||||||||||||||||||||
40 | Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. | ||||||||||||||||||||||||
41 | Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless. | ||||||||||||||||||||||||
42 | If the subject can’t carry out your command on its next turn, the spell automatically fails. | ||||||||||||||||||||||||
43 | 7 | Bonus Spells | you gain one additional 1st-level and 2nd-level bard spell slot. | ||||||||||||||||||||||
44 | 8 | Captivating Melody | As a swift action before casting a spell, you can attempt a Perform check (DC 15 + the level of the spell you intend to cast). If you succeed, you can sacrifice one of your daily uses of bardic music to increase the save DC of the next enchantment or illusion spell you cast in the same round by 2. If the Perform check fails, you still lose one daily use of bardic music but gain no benefit. You can apply Captivating Melody only to spells cast by the same class that grants you your bardic music ability. For instance, if you are a multiclass bard/wizard, you can apply this feat to bard spells, but not to spells you cast as a wizard. | ||||||||||||||||||||||
45 | Misc | ||||||||||||||||||||||||
46 | Silvertongue (Whip) Abilities | Silvertongue can deal either regular damage or subdual damage. It is a normal whip, but the tip has been enchanted so that it can be converted to a Whip Dagger if the owner desires. It is a +1 whip As a free action, the owner flicks his wrist and the end of the whip becomes hard and razor sharp, enabling the whip to be used as a Whip Dagger, or the end of the whip becomes soft like leather, allowing it to be used a standard whip. | |||||||||||||||||||||||
47 | 5th | Three times per day, you can snap Silvertongue to use magic missile as the spell. The projectiles of force are shaped like snakes’ heads. Caster level 5th | |||||||||||||||||||||||
48 | Range | 150' | Save | None | Spell Resist | Yes | |||||||||||||||||||
49 | |||||||||||||||||||||||||
50 | 7th | ||||||||||||||||||||||||
51 | 8th | ||||||||||||||||||||||||
52 | Special Attacks | ||||||||||||||||||||||||
53 | Trip (With Whip) | 1 | Make a melee touch attack against your target. (15' Range). This provokes an AOO from your target as normal for whip attacks. | ||||||||||||||||||||||
54 | 2 | If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. | |||||||||||||||||||||||
55 | If you win, you trip the defender. | ||||||||||||||||||||||||
56 | If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you. However, you can drop the whip to avoid being tripped. | ||||||||||||||||||||||||
57 | A tripped character is prone. Standing up is a move action that provokes attacks of opportunity | ||||||||||||||||||||||||
58 | You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount. | ||||||||||||||||||||||||
59 | Prone: | The character is on the ground. An attacker who is prone has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. | |||||||||||||||||||||||
60 | Standing up is a move-equivalent action that provokes an attack of opportunity. | ||||||||||||||||||||||||
61 | Disarm (With Whip) | You get a +2 to disarm with Whip | |||||||||||||||||||||||
62 | 1 | You provoke an attack of opportunity from the target you are trying to disarm. If the defender’s attack of opportunity deals any damage, your disarm attempt fails. | |||||||||||||||||||||||
63 | 2 | You and the defender make opposed attack rolls with your respective weapons. You get a +2 for using a Whip. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll. If you attempt to disarm while not armed, you take a -4 penalty. | |||||||||||||||||||||||
64 | 3 | If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square. If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him. A defender wearing spiked gauntlets can’t be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus to resist being disarmed. | |||||||||||||||||||||||
65 | Grab Items | You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack. If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above. You can’t snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt. | |||||||||||||||||||||||
66 | |||||||||||||||||||||||||
67 | |||||||||||||||||||||||||
68 | |||||||||||||||||||||||||
69 | On/Off | Damage Tracker Options | |||||||||||||||||||||||
70 | On | Off | Normal | Temp | Subdual | ||||||||||||||||||||
71 | Prestidigitation | ||||||||||||||||||||||||
72 | Change | You transform one object of Fine size or smaller into another object of roughly the same size. The object can weigh no more than 8 ounces.The change must be within the same kingdom (animal, vegetable, or mineral). For example, you could change a piece of paper into scrap of linen, and then change that into a rose. Likewise, you could change a coin into a ring.You could not, however, turn a strip of leather into a piece of paper | |||||||||||||||||||||||
73 | Chill | You reduce the temperature of an object by about 40° F, but never below freezing (32° F). After an hour the object’s temperature returns to normal. | |||||||||||||||||||||||
74 | Clean | You remove dirt, dust, and stains from floors,walls, dishes, windows, and the like, leaving these surfaces or objects spotless. You can clean an object witha volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. The effect does not remove any foreign object of Fine size or larger. Dirt you remove is permanently gone, but objects you clean can get dirtyagain just like anything else | |||||||||||||||||||||||
75 | Color | You bring color to an object. You can restore faded hues or give it a new color. If you add color, it must be from the visible spectrum (red, orange, yellow, green,blue, indigo, or violet). You cannot change an object’s pattern, such as adding or removing stripes or polka dots, but you can change the color in a pattern so that, for example, a blue garment with white stripes becomes green with yellow stripes. | |||||||||||||||||||||||
76 | Dampen | You leave an object damp to the touch for 1 hour. Damp objects have fire resistance 2 while the effect lasts. | |||||||||||||||||||||||
77 | Dirty | You soil, spot, and sully walls, floors, dishes,garments, or the like, leaving them dusty, filthy, orstained. You can dirty an object with a volume of 1 cubicfoot, or 1 square foot of the surface of a larger object, each round. Dirt you add remains after the effect ends, but objects you soil can be cleaned again just like anything else. | |||||||||||||||||||||||
78 | Dry | You remove dampness and excess moisture froman object. Moisture you remove does not return after the effect ends, but the object can become wet again just like anything else. | |||||||||||||||||||||||
79 | Firefinger | You cause a jet of flame up to ½ foot long to shoot forth from your finger. The flame is hot and ignites combustible materials. Lighting a torch with this effect is a standard action (rather than a full-round action), but lighting any other fire with it takes at least a standard action (DM’s discretion) | |||||||||||||||||||||||
80 | Flavor | You give a substance a better, worse, or different flavor. You could, for example, make porridge taste like lobster bisque. You do not change the substance’s quality or wholesomeness. Spoiled food remains spoiled,a poisoned drink is still deadly, and inedible material provides no nourishment—you can make a twig taste like steak, but it remains a twig. | |||||||||||||||||||||||
81 | Gather | You neatly collect numerous objects. The objects you gather can be no larger than Fine size, no two items can be more than 10 feet apart, and their total weight cannot exceed 1 pound. You can place the gathered objects into a container you touch, or you can form a stack or pile that you touch.You can gather selectively; for instance, you can pickup just the coins from an area. | |||||||||||||||||||||||
82 | Polish | You bring luster to a wood, metal, stone, leather, glass, or ceramic object. The object must be clean to start with. It remains shiny after the effect ends but can become dull again like anything else. | |||||||||||||||||||||||
83 | Sketch | You create a two-dimensional visual figment of whatever you desire. You can leave the image hanging in the air, in which case it is immobile, or place it on a mobile object, such as a shield. The image can be no more than 1-foot square, and it lasts a maximum of 1 hour. | |||||||||||||||||||||||
84 | Stitch | You magically sew seams in textiles or leather.You can create new stitching or repair old work. Unlike the mending cantrip, you cannot heal rips, holes, or tears (though you can patch or sew them together). If you have thread on hand, the stitches you make remain after the effect ends, but they are no stronger or weaker than normal stitching. You also can sew without thread, but then the seams last only an hour. | |||||||||||||||||||||||
85 | Tie | You magically tie a firm knot (as though taking 10 with the Use Rope skill) in a thread, string, cord, rope,or cable up to 10 feet long. You can knot together two such objects if they’re within 1 foot of each other. | |||||||||||||||||||||||
86 | Warm | You increase the temperature of an object by about 40° F, but never above 140° F. After an hour the object’s temperature returns to normal. |
1 | Benign Transposition | Blockade | |
---|---|---|---|
2 | 1 | Ship Water Balthazar | |
3 | 2 | ||
4 | 3 | ||
5 | 4 | ||
6 | 5 | ||
7 | 6 | ||
8 | 7 | ||
9 | 8 | ||
10 | 9 | ||
11 | 10 | ||
12 | 11 | ||
13 | 12 | ||
14 | 13 | ||
15 | 14 | ||
16 | 15 | ||
17 | 16 | ||
18 | 17 | ||
19 | 18 | ||
20 | 19 | ||
21 | 20 | ||
22 | 21 | ||
23 | 22 | ||
24 | 23 | ||
25 | 24 | ||
26 | 25 | ||
27 | 26 | ||
28 | 27 | ||
29 | 28 | ||
30 | 29 | ||
31 | 30 | ||
32 | 31 | ||
33 | 32 | ||
34 | 33 | ||
35 | 34 | ||
36 | 35 | ||
37 | 36 | ||
38 | 37 | ||
39 | 38 | ||
40 | 39 | ||
41 | 40 | ||
42 | 41 | ||
43 | 42 | ||
44 | 43 | ||
45 | 44 | ||
46 | 45 | ||
47 | 46 | ||
48 | 47 | ||
49 | 48 | ||
50 | 49 | ||
51 | 50 |
1 | Current Benefits | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | Breeze | Matias | Matias | |||||||||
3 | Total | Bonus | Type | Aura of Courage | Aura of Resolve | |||||||
4 | Voice | Drum | Amulet | Will | Fear | |||||||
5 | On | On | On | On | On | On | On | |||||
6 | 4 | Attack | Morale | 4 | - | - | - | - | ||||
7 | 4 | Damage | Morale | 4 | - | - | - | - | ||||
8 | 4 | Save vs. Charm | Morale | 2 | - | - | - | 4 | ||||
9 | 4 | Save vs. Fear | Morale | 2 | - | 4 | 4 | - | ||||
10 | 2 | Will Saves | Morale | 0 | 2 | - | - | - | ||||
11 | ||||||||||||
12 | ||||||||||||
13 | Potential Benefits | |||||||||||
14 | Breeze | Matias | Matias | |||||||||
15 | Total | Bonus | Type | Inspire Courage | Bolstering Voice | Aura of Courage | Aura of Resolve | |||||
16 | Voice | Drum | Amulet | Will | Fear | |||||||
17 | Attack | Morale | 2 | 1 | 1 | - | - | - | - | |||
18 | Damage | Morale | 2 | 1 | 1 | - | - | - | - | |||
19 | Save vs. Charm | Morale | 2 | -1 | 1 | - | - | - | 4 | |||
20 | Save vs. Fear | Morale | 2 | -1 | 1 | - | 4 | 4 | - | |||
21 | Will Saves | Morale | - | - | - | 2 | - | - | - |
1 | 5.6 | ||||||||
---|---|---|---|---|---|---|---|---|---|
2 | |||||||||
3 | 20244.7 | Loot | |||||||
4 | 61.9 | Cash | |||||||
5 | 300 | Downgrade Longsword | |||||||
6 | 300 | Downgrade Mace | |||||||
7 | 450 | Sell C. Bow | |||||||
8 | 900 | Sell Ring of Prest | |||||||
9 | 50 | Sell Tindertwigs | |||||||
10 | 50 | Sell Pitchfork | |||||||
11 | 2 | Sell Backpack | |||||||
12 | 590 | Sell consumables | |||||||
13 | -25 | Upgrade Torch to Ioun Stone Tourch | -300 | Dragon Tooth Tip for Whip | |||||
14 | |||||||||
15 | Arms | -3000 | Battle Rattle | ||||||
16 | Body | 0 | Mithral Shirt | ||||||
17 | Shield | -1115 | Mithral Buckler with Wand Chamber | -3400 | Scout's Headband | ||||
18 | Face | -2600 | Third Eye Freedom | -10 | Sundark Goggles | ||||
19 | Feet | 0 | Anklet of Translocation | -500 | Talisman of the Disk | ||||
20 | Hands | -3100 | Chime of Harmonic Agony | ||||||
21 | Head | -2000 | Helm of Tactics | -4000 | Cracked Pale Green Prism Ioun Stone (+1 Competence Bonus Saving Throws) | -300 | Wand Bracer | ||
22 | Ring (Left) | -4000 | Ring of Protection from Evil, Continuous | -4000 | Stormfire Ring (5/day faerie fire 5' burst that does 5d6 damage over 5 rds) | -2000 | Sudden Stunning on Whip | ||
23 | Ring (Right) | -1500 | Memento Magica (Level 1) (pearl of power for bards) | -4000 | Add +1 and Death ward to Shield | ||||
24 | Shoulders | -4000 | Cloak of Charisma +2 | -2000 | Ring of the Four Winds | -2400 | Braclets of Summon Things | ||
25 | Throat | 0 | Badge of Valor | -1000 | +1 AC on shield and/or armor | -1500 | Ring of Spell Knolwedge (Vanish) | ||
26 | Torso | -4000 | Vest of Resistance +2 | -350 | Ehlonna's Brooch (My summoned creatures get +1 HP / HD, passive) | -16000 | Cloak of Charisma +4 | ||
27 | Waist | -750 | Healing Belt | -4000 | Vest of Resistance +2 | ||||
28 | -500 | Cracked Dusty Rose Prism Ioun Stone | -5000 | Horn of Resiliance | |||||
29 | -4000 | Goggles of the Golden Sun | |||||||
30 | -100 | Wand Chamber to Whip | -1230 | Eternal Wand of Benign Transposition (3/day) | -2000 | Bracers of the Entangling Blast | |||
31 | -375 | Wand of Blockade (25 charges) | -150 | Wand of Alchemical Tinkering (10 charges) | -1000 | Sweet toolbox items for haversack. Can spend a ton or a little here easy | |||
32 | -2000 | Haversack | -1100 | Gloves of the Starry Sky | |||||
33 | -750 | Wand of Benign Transposition (50 charges) | |||||||
34 | -500 | Iron Ward Diamond (DR 1/-, max 10 hp/day) | |||||||
35 | -203 | Alchemical Items | -800 | Web | 1800 | Ray of Exhaustion | |||
36 | -25 | Scroll of Alchemical Tinkering | -800 | Summon Monster II | -410 | Endure Elements | |||
37 | -800 | Invisibility | -1800 | Great Thunderclap | |||||
38 | -200 | Auditory Hallucination | |||||||
39 | -800 | Rope Trick | 800 | Admonishing Ray | |||||
40 | -1800 | Slow | 800 | Summon Monster II | |||||
41 | -200 | Charm Person | 200 | Heightened Awareness | |||||
42 | -800 | Cloud of Bewilderment | 200 | Auditory Hallucination | |||||
43 | 800 | Commune with Birds | |||||||
44 | -1800 | Mass snake's swiftness | 200 | Protection from Evil | |||||
45 | 200 | Alchemical Tinkering | |||||||
46 | 800 | Entice Gift | |||||||
47 | -1800 | Runestaff | 800 | Dimension Hop | |||||
48 | -1800 | Charm Monster | 1800 | Unluck | |||||
49 | -200 | Magic Missile | 1800 | Emotion | |||||
50 | -800 | See Invisibility | 800 | Fear | |||||
51 | -800 | Invisibility | 800 | Miser's Envy | |||||
52 | -200 | Endure Elements | 800 | Cloud of Bewilderment | |||||
53 | 800 | Detect Thoughts | |||||||
54 | 1800 | Listening Coin | |||||||
55 | Dawnburst | ||||||||
56 | Bigby’s Warding Hand | ||||||||
57 | Great Thunderclap | ||||||||
58 | Ray of Enfeeblement | ||||||||
59 | Ray of Exhaustion | ||||||||
60 | -1800 | Dimension Step | |||||||
61 | 200 | Improvisation | |||||||
62 | 1800 | Stinking Cloud | |||||||
63 | Bigby's Tripping Hand | ||||||||
64 | 200 | Greater Mage Hand |