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Flarfindarf Neutral Good

Character Name Alignment Player

Bard (1) Bob Saget Sag Bobet


Character Level Deity Homeland Campaign

Human Medium Male 29 (Adult) 5' 7" 160 Dark BlondeHazel


Race Size Gender Age Height Weight Hair Eyes

Ability Score Mod Temp. Temp.


Name Score Modifi HP
Hit Points
8 Movement
STR
Strength
14 +2 Total nonlethal Damage

30 ft. 6 sq. 30 ft. 6 sq.


Base Speed Armor Speed Burrow
DEX
Dexterity
17 +3
Wounds / Curent HP

CON 10 +0 Initative 7 3 4 Fly Maneuverability Swim Climb Temp. Mods


Constitution = +
TOTAL Dex Misc. SKILLS
INT
Intelligence
10 +0 Damage Skill Names Total Abilit Ranks Misc
Reduction
x Acrobatics 3 =DEX 3 +0 +0
WIS 7 -2 Bardic
Wisdom
Performanc x Appraise 0 =INT 0 +0 +0

CHA
x Artistry 0 =INT 0 +0 +0
Charisma
15 +2 Power 2
x Bluff 6 =CHA 2 +1 +3
x Climb 2 =STR 2 +0 +0
AC
Armor Class
15 =10+ 2 + 0 + 3 + 0 + 0 + 0 + 0
TOTAL Armor Shield Dex. Size Natural Deflect. Misc.
x Craft (a) 0 =INT 0 +0 +0
x Craft (b) 0 =INT 0 +0 +0
Touch AC 13 Flat Footed AC 12
x Craft (c) 0 =INT 0 +0 +0
Total Base Save Ability Magic Misc. Mod. Temp. Mod. x Diplomacy 6 =CHA 2 +1 +3
FortitudeConstitution
0 = 0 + 0 + 0 + 0 + Disable Device* =DEX + +
x Disguise 6 =CHA 2 +1 +3
Reflex 5 = 2 + 3 + 0 + 0 +
Dexterity x Escape Artist 3 =DEX 3 +0 +0

Will 0 = 2 + -2 + 0 + 0 +
Fly 3 =DEX 3 +0 +0
Wisdom

Handle Animal* =CHA + +


Spell Energy Heal -2 =WIS -2 +0 +0
B.A.B. 0 Resistance Resistance
x Intimidate 2 =CHA 2 +0 +0
CMB 2 = 0 + 2 + 0 + 0 x Knowledge (arcana) 1 =INT 0 +0 +1
Total BAB Strength Size Mod. Misc. Mod. x Knowledge (dungeoneering) 1 =INT 0 +0 +1
CMD 15 =10+ 0 + 2 + 3 + 0 + 0 x Knowledge (engineering) 1 =INT 0 +0 +1
Total BAB Strength Dex Mod. Size. Mod. Misc. Mod.
x Knowledge (geography) 1 =INT 0 +0 +1
Weapon x Knowledge (history) 1 =INT 0 +0 +1
Shortbow x Knowledge (local) 1 =INT 0 +0 +1
Critical Type Range Ammo
x Knowledge (nature) 1 =INT 0 +0 +1
20/x3 P 60 ft. x Knowledge (nobility) 1 =INT 0 +0 +1
Attack Damage
x Knowledge (planes) 1 =INT 0 +0 +1
+3 1d6 x Knowledge (religion) 1 =INT 0 +0 +1
Weapon x Linguistics* =INT + +
x Lore* =INT + +
Critical Type Range Ammo x Perception -2 =WIS -2 +0 +0
x Perform (a) 2 =CHA 2 +0 +0
Attack Damage x Perform (b) 2 =CHA 2 +0 +0
x Profession (a) 2 =WIS -2 +1 +3
Weapon x Profession (b) 2 =WIS -2 +1 +3
Ride 4 =DEX 3 +1 +0
Critical Type Range Ammo x Sense Motive -2 =WIS -2 +0 +0
x Sleight of Hand 7 =DEX 3 +1 +3
Attack Damage x Spellcraft* =INT + +
x Stealth 3 =DEX 3 +0 +0

Weapon
Survival -2 =WIS -2 +0 +0
Swim 2 =STR 2 +0 +0

Critical Type Range Ammo


x Use Magic Device* =CHA + +
X Class Skill *Trained Only

Conditional Modifiers
Attack Damage

Weapon
Languages

Critical Type Range Ammo


Common

Attack Damage
Armor Item Bonus Type Check Penalty Spell Failure Weight Properties

Leather 2 Armor 0 10% 15 lbs.

Totals 2 0 10% 15 lbs.

Feats Other Specials Equipment Qty. lbs. Head Qty. lbs.

Armor Proficiency, Light Kit, bard's 1


Bardic Knowledge
Improved Initiative
Countersong Musical instrument, 1 Headband Qty. lbs.

Point-Blank Shot
Distraction
Shield Proficiency
Fascinate
Weapon Proficiency, Simple Eyes Qty. lbs.
Inspire Courage +1

Shoulders Qty. lbs.

Neck Qty. lbs.

Chest Qty. lbs.

Body Qty. lbs.

Belt Qty. lbs.

Wrist Qty. lbs.

Hands Qty. lbs.

Feet Qty. lbs.

Rings Qty. lbs.

Play Notes

Racial Traits

Skilled

Background Traits

Light 58 lbs. or less Lift Over 175 lbs.


Load Head PP 0 Experience Points
GP 105 Not set
Medium 59-116 lbs. Lift Off 350 lbs.
Load Ground
SP 0 Next Level
Heavy
Load
117-175 lbs. Drag or
Push
875 lbs. CP 0 2,000 (Medium Progression)
Bard Spell Book

Spell Level 0 1 2 3 4 5 6

Spells per day (adjusted) ∞ 1 (2) - - - - -

Spontaneous Caster Spell Use Tracker

Level 1

Known Spells
Known Spell Level 0 School Duration Cast time Range/Area Save SR DC

Dancing Lights Evocation 1 minute; 1 standard action medium (100 ft. + 10 ft./level) none no 12

Daze Enchantment 1 round; 1 standard action close (25 ft. + 5 ft./2 levels) Will negates yes 12

Lullaby Enchantment concentration + 1 round/level; 1 standard action medium (100 ft. + 10 ft./level) Will negates yes 12

Summon Instrument Conjuration 1 min./level; 1 round 0 ft. none no 12

Known Spell Level 1 School Duration Cast time Range/Area Save SR DC

Aphasia Enchantment 1 round/level; 1 standard action close (25 ft.+ 5 ft./2 levels) Will negates yes 13

Chord of Shards Evocation instantaneous; 1 standard action 15 ft. cone-shaped burst Reflex no 13
Spell Descriptions (A-Z)
APHASIA

School: Enchantment (compulsion)


Level: bard 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: close (25 ft.+ 5 ft./2 levels)
Targets: one creature
Duration: 1 round/level;
Saving Throw: Will negates (see text)
Spell Resistance: yes
You render the target unable to understand any language, including spoken language, written language, sign language, gestures attempting to
mimic a crude language, or even truespeech and telepathy. The affected creature is unable to communicate, use command words, cast spells with
verbal components, or use any other abilities that requires language. At the end of each of its turns, the subject can attempt a new saving throw to
end the effect. Tongues counters and dispels aphasia, and a creature with the tongues spell active is immune to aphasia. Oracles with the tongues
curse ignore aphasia in combat.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Intrigue Copyright 2016, Paizo Inc

CHORD OF SHARDS

School: Evocation
Level: bard 1
Casting time: 1 standard action
Components: V, S
Range: 15 ft.
Area: cone-shaped burst
Duration: instantaneous;
Saving Throw: Reflex negates
Spell Resistance: no
During your bardic performance, you can strike a chord whose notes transform into a shower of razor sharp, crystalline shards. The shards deal
2d6 points of piercing damage to all creatures caught in the area of effect.
Section 15 Copyright Notice: Pathfinder Roleplaying Game Ultimate Magic. Copyright 2011, Paizo Publishing, LLC

DANCING LIGHTS

School: Evocation
Level: bard 0, sorcerer/wizard 0, witch 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0
Descriptor: light
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10-ft.-radius area
Duration: 1 minute;
Saving Throw: none
Spell Resistance: no
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four
glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-
foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or
turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's
range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous
casting is dispelled. If you make this spell permanent, it does not count against this limit. Dancing lights can be made permanent with a
permanency spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

DAZE

School: Enchantment (compulsion)


Level: bard 0, sorcerer/wizard 0, witch 0, summoner 0, inquisitor 0, magus 0, shaman 0, occultist 0, psychic 0, mesmerist 0, spiritualist 0
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S, M (a pinch of wool or similar substance)
Range: close (25 ft. + 5 ft./2 levels)
Targets: one humanoid creature of 4 HD or less
Duration: 1 round;
Saving Throw: Will negates
Spell Resistance: yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected.
A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the
effects of this spell for 1 minute.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

LULLABY
School: Enchantment (compulsion)
Level: bard 0, psychic 0, mesmerist 0
Descriptor: mind-affecting
Casting time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: living creatures within a 10-ft.-radius burst
Duration: concentration + 1 round/level;
Saving Throw: Will negates
Spell Resistance: yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a -5 penalty on Perception checks and a -2 penalty on Will
saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level
thereafter.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

SUMMON INSTRUMENT

School: Conjuration (summoning)


Level: bard 0
Casting time: 1 round
Components: V, S
Range: 0 ft.
Effect: one summoned handheld musical instrument
Duration: 1 min./level;
Saving Throw: none
Spell Resistance: no
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The
instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large
to be held in two hands. The summoned instrument disappears at the end of this spell.
Section 15 Copyright Notice: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC

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