Living Pathfinder RPG Wiki
Advertisement
Samsmall

Basic Information[]

      Race: Elf
     Class: Bard (Dervish Dancer)
            Paladin (Divine Hunter)
     Level: 11
Experience: 113,170 (TNL 145,000)
 Alignment: Lawful Good
 Languages: Common, Elven, Southern, Gnoll
     Deity: Bashu
First Seen: The Dunn Wright Inn
  Location: The Dunn Wright Inn
Background: Open


Abilities[]

STR: 15 +2 (03 pts) +2 level
DEX: 16 +3 (05 pts) +2 racial
CON: 14 +1 (02 pts) -2 racial +4 magic
INT: 12 +1 (00 pts) +2 racial
WIS: 10 +0 (00 pts)
CHA: 16 +3 (10 pts)

Combat Statistics[]

 (Max -2)     HP: 103 = [9d8 (56) + CON (02 x 9) + FC (09)] Bard 8
                        [2d10 (16) + CON (02 x 2)] Paladin 2
              AC:  24 = [10 + DEX (03) + Armor (09) + Shield (00) 
                         + Natural (01) + Size (00) + Misc (01)]
        AC Touch:  14 = [10 + DEX (03) + Size (00) + Misc (01)]
   AC Flatfooted:  22 = [10 + Armor (09) + Shield (00) + Natural (01) 
                         + Size (00) + Misc (01)]
            INIT: +05 = [DEX (03) + Warrior of Old Trait (02)]
             BAB: +08 = [Bard 9 (06/01)] + [Paladin 1 (02)]
             CMB: +10 = [BAB (08) + STR (02) + Misc (00)]
             CMD:  23 = [10 + BAB (08) + STR (02) + DEX (03) + Misc (00)]
       Fortitude: +12 = [Bard 8 (03) + Pal (03) + CON (01) + CHA (3) + Cloak (02)]
          Reflex: +14 = [Bard 8 (06) + Pal (00) + DEX (03) + CHA (3) + Cloak (02)]
            Will: +14 = [Bard 8 (06) + Pal (03) + WIS (00) + CHA (3) + Cloak (02)]
           Speed:  30' (50' while battle dancing)
Damage Reduction:  00/Any
Spell Resistance:  00
   Spell Failure:  00

Weapon Statistics[]

  • Please specify the nature of Special and Miscellaneous Adjustments
Elven Curve Blade (2-handed): Attack: +12/+7 = [BAB (08) + STR (02) + MW (00) 
                              + Magic (02)]
                      Damage: 1d10+5/+2 Arcane Strike, Crit: 15-20/x2
 ECB Power Attack (2-handed): Attack: +9/+4 = [BAB (08) + STR (02) + MW (00) 
                              + Magic (02) - Power Attack (-3)]
                      Damage: 1d10+14/+2 Arcane Strike, Crit: 15-20/x2
              Dagger: Attack: +10/+5 = [BAB (08) + STR (02) + Misc (00)
                              + Magic (00)]
                      Damage: 1d4+2, Crit: 19-20/x2, Special: 10' range increment
                              +2 Slight of Hands checks to conceal
             Longbow: Attack: +12/+7 = [BAB (08) + DEX (03) + Bracers (01) 
                              + Magic (01)]
                      Damage: 1d8+3, Crit: 19-20/x3
                              -1 Damage when using Silver Arrows
                              +1 Attack and Damage within 30'

Racial Features[]

Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution
               Size: M
              Speed: 30'
      Favored Class: Bard (HP +9)
   Low-Light Vision: Elves can see twice as far as humans in conditions of dim 
                     light. 
   Elven Immunities: Immune to magic sleep effects. +2 racial saving throw 
                     against enchantments.
      Desert Runner: +4 racial bonus on CON checks and Fort saves to avoid 
                     fatigue, exhaustion, or ill effects from running, forced 
                     marches, starvation, thirst, or hot or cold environments. 
                     This racial trait replaces elven magic.
        Keen Senses: +2 racial bonus on Perception checks.
 Weapon Familiarity: Proficient with longbows (including composite longbows), 
                     longswords, rapiers, and shortbows (including composite 
                     shortbows), and treats any weapon with the word "elven"
                     in its name as a martial weapon.

Class Features[]

Bard (Dervish Dancer)

     Armor/Weapons: Light Armor/Shields, plus all simple weapons and the 
                    longsword, scimitar, sap, short sword, shortbow, and
                    kukri.
Bardic Performance: A bard is trained to use the Perform skill to create
                    magical effects on those around him, including himself
                    if desired. He can use this ability for a number of
                    rounds per day equal to 4 + his Charisma modifier(+3). 
                    At each level after 1st a bard can use bardic 
                    performance for 2 additional rounds per day. Each round,
                    the bard can produce any one of the types of bardic
                    performance that he has mastered, as indicated by his
                    level.
                    - Can be used 23 rounds per day. [4+3+(2*(Lvl-1))=23]
                    - Countersong (Su): At 1st level, a bard learns to counter
                      magic effects that depend on sound (but not spells that 
                      have verbal components). Each round of the countersong
                      he makes a Perform (keyboard, percussion, wind, string,
                      or sing) skill check. Any creature within 30 feet of
                      the bard (including the bard himself) that is affected
                      by a sonic or language dependent magical attack may use
                      the bard's Perform check result in place of its saving
                      throw if, after the saving throw is rolled, the Perform
                      check result proves to be higher. If a creature within
                      range of the countersong is already under the effect
                      of a  noninstantaneous sonic or language-dependent
                      magical attack, it gains another saving throw against
                      the effect each round it hears the countersong, but it
                      must use the bard's Perform skill check result for the
                      save. Countersong does not work on effects that don't
                      allow saves. Countersong relies on audible components.
                    - Distraction (Su): Countersong, but applying to
                      sight-based performances (Act, comedy, dance, and
                      oratory). Relies on visual components
                    - Fascinate (Su): At 1st level, a bard can use his
                      performance to cause one or more creatures to become
                      fascinated with him.
                      Each creature to be fascinated must be within 90 feet,
                      able to see and hear the bard, and capable of paying
                      attention to him. The bard must also be able to see
                      the creatures affected. The distraction of a nearby
                      combat or other dangers prevents this ability from
                      working. For every three levels the bard has attained
                      beyond 1st, he can target one additional creature
                      with this ability.
                    - Inspire Competence (Su): A bard of 3rd level or higher
                      can use his performance to help an ally succeed at a
                      task. That ally must be within 30 feet and be able
                      to hear the bard. The ally gets a +2 competence bonus
                      on skill checks with a particular skill as long as she
                      continues to hear the bard's performance. This bonus
                      increases by +1 for every four levels the bard has
                      attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at
                      15th, and +6 at 19th). Certain uses of this ability
                      are unfeasible, such as Stealth, and may be disallowed
                      at the GM's discretion. A bard can't inspire
                      competence in himself. Inspire competence relies on
                      audible components.
      Battle Dance: Functionally similar to Bardic Performance, but only
                    affects the dervish dancer. Does not require the dancer
                    to see/hear his own performance, and it only works when
                    the dancer is  wearing light or no armor. Can be started
                    as a move action but maintained as a free action.
                    - Can be used 23 rounds per day (Not in addition to
                      bardic performance rounds). 
                    - Inspire Courage (Su): +2 morale bonus on saving throws
                      against charm and fear effects and a +2 competence
                      bonus on attack and weapon damage rolls.
                    - Rain of Blows (Su): When making a full attack action,
                      he may make one extra attack with any weapon he is
                      holding, as though under the effects of a haste spell.
                      He also gains a +1 bonus on attack rolls and a +1 dodge
                      bonus to AC and on Reflex saves. At 9th level, and every
                      three bard levels thereafter, these bonuses increase by
                      +1, to a maximum of +5 at 18th level. These bonuses do
                      not stack with the haste spell. 
                      This ability replaces suggestion and mass suggestion.
                    - Razor’s Kiss (Su): He can use his battle dance to improve 
                      his weapons’ critical range. All attacks he makes with 
                      manufactured weapons are treated as though he had the 
                      Improved Critical feat.
                      Natural weapons and spells are not affected. 
                      This ability replaces dirge of doom.
                    - Inspire Greatness (Su): A bard of 9th level or higher 
                      can use his performance to inspire greatness in himself 
                      or a single willing ally within 30 feet, granting extra 
                      fighting capability. For every three levels a bard 
                      attains beyond 9th, he can target one additional ally 
                      while using this performance (up to a maximum of four 
                      at 18th level). To inspire greatness, all of the targets 
                      must be able to see and hear the bard. A creature 
                      inspired with greatness gains 2 bonus Hit Dice (d10s), 
                      the commensurate number of temporary hit points (apply 
                      the target’s Constitution modifier, if any, to these 
                      bonus Hit Dice), a +2 competence bonus on attack rolls, 
                      and a +1 competence bonus on Fortitude saves. The bonus 
                      Hit Dice count as regular Hit Dice for determining the 
                      effect of spells that are Hit Dice dependent. Inspire 
                      greatness is a mind-affecting ability and it relies on 
                      audible and visual components. A Dervish Dancer may only
                      affect himself with it.
             Fleet: Gain a +20' movement bonus when performing battle dance.
   Versatile Dance: At 2nd level, a dervish dancer gains a bonus equal to
                    half his level on Perform (dance) checks. He can use his
                    bonus for his Perform (dance) skill in place of his
                    bonus for Acrobatics. 
       Well-Versed: At 2nd level, the bard gains a +4 bonus on saving throws 
                    made against bardic performance, sonic, and language-
                    dependent effects.

Paladin (Divine Hunter)

     Armor/Weapons: Paladins are proficient with all simple and martial weapons, 
                    with all types of armor (heavy, medium, and light), and with 
                    shields (except tower shields).
      Precise Shot: A divine hunter gains Precise Shot as a bonus feat at 1st 
                    level, even if she doesn’t meet the prerequisites.
                    This ability replaces her heavy armor proficiency.
 Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good 
                    spell) is equal to her paladin level.
  Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A 
                    paladin can, as a move action, concentrate on a single item 
                    or individual within 60 feet and determine if it is evil, 
                    learning the strength of its aura as if having studied it 
                    for 3 rounds. 
                    While focusing on one individual or object, the paladin does 
                    not detect evil in any other object or individual within 
                    range.
   Smite Evil (Su): Once per day, as a swift action, the paladin chooses one 
                    target within sight to smite. If this target is evil, the 
                    paladin adds her Cha bonus (3) to her attack rolls and 
                    adds her paladin level to all damage rolls made against the 
                    target of her smite. 
                    If the target of smite evil is an outsider with the evil 
                    subtype, an evil-aligned dragon, or an undead creature, the
                    bonus to damage on the first successful attack increases to 
                    2 points of damage per level the paladin possesses. 
                    Regardless of the target, smite evil attacks automatically 
                    bypass any DR the creature might possess.

                    In addition, while smite evil is in effect, the paladin gains 
                    a deflection bonus equal to her Charisma modifier (if any) to 
                    her AC against attacks made by the target of the smite. If the
                    paladin targets a creature that is not evil, the smite is 
                    wasted with no effect.

                    The smite evil effect remains until the target of the smite 
                    is dead or the next time the paladin rests and regains her 
                    uses of this ability.
 Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma 
                    bonus (3) on all Saving Throws.
 Lay On Hands (Su): Each day she can use this ability a number of times equal to 
                    1/2 her paladin level plus her Charisma modifier (4). With 
                    one use of this ability, a paladin can heal 1d6 hit points 
                    of damage for every two paladin levels she possesses. 
                    Using this ability is a standard action, unless the paladin 
                    targets herself, in which case it is a swift action. Despite 
                    the name of this ability, a paladin only needs one free hand 
                    to use this ability.

                    Alternatively, a paladin can use this healing power to deal 
                    damage to undead creatures, dealing 1d6 points of damage for 
                    every two levels the paladin possesses. Using lay on hands 
                    in this way requires a successful melee touch attack and 
                    doesn’t provoke an attack of opportunity. Undead do not 
                    receive a saving throw against this damage.

Feats[]

Point-Blank Shot (1st Level): +1 to attack and damage rolls with a ranged weapon 
                              within 30 feet
    Power Attack (3rd Level): Take -3 on melee attack rolls to add +6 to Damage 
                              (+9 when using a weapon with two hands)
      Quick Draw (5th Level): May draw weapon as free action, and may throw at 
                              full attack bonus
      Deadly Aim (7th Level): Take -3 on Ranged attack rolls to add +6 to Damage
        Precise Shot (Bonus): No longer suffer -4 to attack rolls for shooting 
                              into melee
   Arcane Strike (9th Level): As a swift action, can gain +1 on damage rolls, +1
                              for every 5 caster levels (+2)
Improved Critical (ECB) (11): Doubles Critical Threat Range on Elven Curve Blade

Traits[]

Warrior of Old (Elf Racial): You gain a +2 trait bonus on Initiative checks
    Desert Child (Regional): +4 trait bonus on any saving throws made to
                             resist the effects of being in hot conditions
                             and a +1 trait bonus on all saving throws
                             against fire effects.

Skills[]

Skill Points: 69 = [[Base (6) + Int(1)] * 9 + FC(00)] Bard 9
                 = [[Base (2) + Int(1)] * 2] Paladin 2

Skills                Total   Rank     CS   Ability  ACP  Misc
Acrobatics             +21     0       0       3          (Versatile Dance)
Bluff                   +3     0       0       3          +0
Climb                   +5     1       3       2     -1   +0
Diplomacy              +16    10       3       3          +0
Disable Device                 0       0       0     -1   +0
Disguise                +3     0       0       3          +0
Escape Artist           +8     3       3       3     -1   +0
Fly                     +2     0       0       3     -1   +0
Heal                    +0     0       0       0          +0
Intimidate             +10     4       3       3          +0
Knowledge (Arcana)      +5     1       3       1          +0
Knowledge (Dngnrng)            0       0       0          +0
Knowledge (Local)       +5     1       3       1          +0
Knowledge (Nature)             0       0       0          +0
Knowledge (Planes)             0       0       0          +0
Knowledge (Religion)    +7     3       3       1          +0
Perception             +19    11       3       0          +5 Senses & Bracers
Ride                    +4     2       0       3     -1   +0
Sense Motive            +8     5       3       0          +0
Spellcraft              +6     2       3       1          +0
Stealth                +16    11       3       3     -1   +0
Survival                +4     1       3       0          +0
Swim                    +2     0       0       2     -1   +0
Use Magic Device       +17    11       3       3          +0

BG skill points = 22
Appraise                +1     0       0       1          +0
Artistry  (Prose)       +5     1       3       1          +0
Craft     (       )     +1     0       0       1          +0
Handle Animal           +4     1       0       3          +0
Knowledge (Engnrng)            0       0       0          +0
Knowledge (Geography)   +7     3       3       1          +0
Knowledge (History)     +5     1       3       1          +0
Knowledge (Nobility)           0       0       0          +0
Linguistics                    0       0       0          +0
Lore (Desert Legends)   +5     1       3       1          +0
Perform    (Dance)     +21    11       3       3          +4 Versatile Dance
Profession (      )            0       0       0          +0
Sleight of Hand         +9     4       3       3     -1   +0

Spell Lists (Known)[]

• Detect Magic
• Light
• Prestidigitation
• Mage Hand
• Ghost Sound
• Read Magic

5/day + 1

• Cure Light Wounds
• Abundant Ammunition
• Expeditious Retreat
• Vanish
• Remove Fear
• Moment of Greatness

4/day + 1

• Allegro
• Heroism
• Gallant Inspiration
• Silence

3/day + 1

• Good Hope
• Dispel Magic
• Terrible Remorse
• Arcane Concordance

Equipment[]

Equipment                        Cost     Weight
Hot Weather Outfit                           --    lb
Quick Runner's Shirt            1000    GP   --    lb
+2 Cloak of Resistance          4000    GP    1    lb
+3 Mithral Breastplate         13200    gp   15    lb
Feather Step Slippers           2000    gp    1    lb
Gloves of Reconnaissance        2000    gp   --    lb
+1 Amulet of Natural Armor      2000    gp   --    lb
+1 Ring of Protection           2000    gp   --    lb
Ring of Evasion                25000    gp   --    lb
Bracers of Falcon's Aim         4000    gp    1    lb
+4 Belt of Mighty Constitution 16000    gp    1    lb
+2 Elven Curve Blade            8380    gp    7    lb
Handy Haversack                 2000    gp    5    lb  
  Waterskin                        1    gp    4*   lb
  Flint & Steel                    1    gp   --    lb
  Trail Rations(3)                 1.5  gp    3*   lb
  Bedroll                           .1  gp    5*   lb
  Blanket                           .2  gp    1*   lb
  Paper (5)                       02    gp   --    lb
  Pen                               .1  gp   --    lb
  Ink (1 oz)                       8    gp   --    lb
  Wand, CLW (50 Charges)         750    gp   --    lb
  Alchemist Fire                 100    gp    5*   lb
  Rope, Silk                      10    gp    5*   lb
Efficient Quiver                1800    gp    2    lb
  +1 Comp Longbow (w/+2 STR)    2600    gp    3*   lb
  Dagger(10)                      20    gp   10*   lb
  Arrows (20)                      1    gp    3*   lb
  Silver Arrows (20)              41    gp    3*   lb 
Spell Component Pouch              5    gp    2    lb
Light Horse (Combat Trained)     110    gp
Bit and Bridle                     2    gp
Riding Saddle                     10    gp
  Saddlebags                       4    gp
                              =========
                              22,086.9  gp     
                           Total Weight:     77*  lb
                            Felt Weight:     35   lb

            Light  Medium    Heavy    
Max Weight:  0-58  59–116   117–175

Finances[]

PP: 2                                   Character Creation:    150    gp
GP: 9                                          Tower of Power:  3,979    gp
SP: 1                               Curse of the Brown Auroch:  2,221    gp
CP: 0                                           Lost Imperium: 16,265    gp
                                  Blessed Be The Cheesemakers: 16,885    gp
                                                              ==========
                                               Total Earnings: 88,881    gp
                                            Current Inventory:-88,851.9  gp   
                                        Consumed or Destroyed:     -0    gp
                                                              ==========
                                                      Coinage:     29.1  gp

Details[]

      Size: Medium
    Gender: Male
       Age: 145
    Height: 6'0"
    Weight: 127 lbs
Hair Color: Black
 Eye Color: Brown
Skin Color: Tan
Appearance: Tall and dark, he totes a look most elves are not known for. 
  Demeanor: Determined and loyal, he will go out of his way to finish a task 
            he's started. He's not above using unorthodox measures to do so.

Background[]

Descended from Harran exiles long past, Samad Salil was born to a tribe of nomads in the Southern Desert. He was a warrior in a long line of warriors, who practiced grace and mobility in swordplay, rather than brute force. They had forsaken their traditional Elven gods long ago, in favor of the far-more merciful desert gods, namely Bashu, who guided their travels at night while they slept in the day, as is the custom of desert travel. Indeed, they viewed their sword-dancing as a form of prayer to the moon, with many a festival centered around such practices. His tribe taught loyalty and faith, and so he learned to hold these ideals above all others. Which made it hurt all the more when he was on his own.

He may not have been any more skilled at swordplay than the others, and he was nowhere near as practiced, but he did seem to be luckier than the others. Perhaps it was just his inborn elven magic showing through him more than the others. Either way, he was not certain just how he escaped the destruction and scattering of his tribe. Until that point, for all those years and centuries, outsiders had left them alone. They dealt with them on occasion, to be sure, often when the tribe roamed near to town, but they weren't bothered, for the most part. He remembered watching as the cavaliers under the banner of Anor-Akim rode into his village, and began slaughtering them all. What happened next was a blur. He remembered hearing foul speak of his tribe, his family, and his god, but could not recall anything else.

He awoke at night in the dunes, lost and alone. His sword was bloody. He saw the smoke from his village, but did not see any life in its ashes. He realized that if the men of the Sun went to such great effort to find and eliminate his people, then there may not be any town left he could go to where he could be safe, so he headed north. Traveling at night and sleeping during the day, Samad made his way to the City of Glass, offering his services as a sellsword. But he will return to the desert, one day...

Adventure Log[]

Tower of Power Jan 17th, 2013 to August 20th, 2013

      XP Received: 3,556 XP
Treasure Received: 3,979 GP taken as 
                      Wand of Cure Light Wounds (19 charges) - 285 gp
                      Masterwork chain shirt - 250 gp
                      Quick runner's shirt - 1000 gp
                      and 2,444 GP

The Curse of the Brown Auroch GM: Grayn; August 28th, 2013 - November 21st, 2013

      XP Received: 1,870 XP = 550 EXP + (88 days * 15/day) TXP
Treasure Received: 2,221 GP = 725 EGP + (88 days * 17/day) TGP

Lost Imperium

      XP Received: 15209 XP
Treasure Received: 16265 GP

Blessed Are The Cheesemakers

      XP Received: 21365 XP (increased to exactly 42,000)
Treasure Received: 16885 GP (increased to exactly 39,500)

The Haven

      XP Received: 71170 XP
Treasure Received: 48581 GP

Level Ups[]

  Level 2:
    Class: Bard
      BAB: +0 to +1
     Fort: +0 to +0
      Ref: +2 to +3
     Will: +2 to +3
     Feat: N/A
 Features: Versatile Dance, Well-Versed, +2 Performance Rounds/Day; Cantrip 
           Known (Ghost Sound), Level 1 Spell Known (Expeditious Retreat)
       HP: 16 = 9 + Max -2, +1 FC Bonus
Skill Pts: +14 = +7 (Class) +0 (Race) +07 (Old Total) +0 (FC Bonus not chosen)
  Level 3:
    Class: Bard
      BAB: +1 to +2
     Fort: +0 to +1
      Ref: +3 to +3
     Will: +3 to +3
     Feat: Dervish Dance
 Features: Inspire Competence +2, +2 Performance Rounds/Day; Cantrip 
           Known (Read Magic), Level 1 Spell Known (Vanish)
       HP: 23 = 16 + Max -2, +1 FC Bonus
Skill Pts: +21 = +7 (Class) +0 (Race) +14 (Old Total) +0 (FC Bonus not chosen)
  Level 4:
    Class: Bard
      BAB: +2 to +3
     Fort: +1 to +1
      Ref: +3 to +4
     Will: +3 to +4
  Ability: STR +1
 Features: +2 Performance Rounds/Day; Level 2 Spells Known (Heroism, Allegro)
       HP: 30 = 23 + Max -2 (6), +1 FC Bonus
Skill Pts: +28 = +7 (Class) +0 (Race) +21 (Old Total) +0 (FC Bonus not chosen)
  Level 5:
    Class: Bard
      BAB: +3 to +3
     Fort: +1 to +1
      Ref: +4 to +4
     Will: +4 to +4
     Feat: Point Blank Shot
 Features: +2 Performance Rounds/Day; Level 2 Spell Known (Gallant Inspiration); 
           Level 1 Spell Replaced (Timely Insp for Abundant Ammunition);
           Fleet +5 ft; Inspire Courage +1
       HP: 37 = 30 + Max -2 (6), +1 FC Bonus
Skill Pts: +35 = +7 (Class) +0 (Race) +28 (Old Total) +0 (FC Bonus not chosen)
  Level 6:
    Class: Bard
      BAB: +3 to +4
     Fort: +1 to +2
      Ref: +4 to +5
     Will: +4 to +5
     Feat: N/A
 Features: +2 Performance Rounds/Day; Level 2 Spell Known (Silence); 
           Battle Dance (Rain of Blows +1);
       HP: 44 = 37 + Max -2 (6), +1 FC Bonus
Skill Pts: +42 = +7 (Class) +0 (Race) +35 (Old Total) +0 (FC Bonus not chosen)
  Level 7:
    Class: Bard
      BAB: +4 to +5
     Fort: +2 to +2
      Ref: +5 to +5
     Will: +5 to +5
     Feat: Deadly Aim
 Features: +2 Performance Rounds/Day; Level 1 Spell Known (Remove Fear), Level 3 
           Spell Known (Good Hope), Level 3 Spell Known (Dispel Magic); 
           Bardic Performance (Inspire Competence +3)
       HP: 58 = 44 + Max -2 (7), +1 FC Bonus
Skill Pts: +49 = +7 (Class) +0 (Race) +42 (Old Total) +0 (FC Bonus not chosen)
  Level 8:
    Class: Bard
      BAB: +5 to +6/+1
     Fort: +2 to +3
      Ref: +5 to +6
     Will: +5 to +6
  Ability: STR +1
 Features: +2 Performance Rounds/Day; Level 3 Spell Known (Terrible Remorse); 
           Battle Dance (Razor's Kiss)
       HP: 66 = 58 + Max -2 (7), +1 FC Bonus
Skill Pts: +56 = +7 (Class) +0 (Race) +49 (Old Total) +0 (FC Bonus not chosen)
  Level 9:
    Class: Paladin
      BAB: +6/1 to +7/+2
     Fort: +3 to +5
      Ref: +6 to +6
     Will: +6 to +8
 Features: Medium Armor Proficiency, Martial Weapon Proficiency, Aura of Good,
           Detect Evil, Smite Evil 1/day
       HP: 75 = 66 + Max -2 (9)
Skill Pts: +59 = +3 (Class) + 0 (Race) + 56 (Old Total)
  Level 10:
    Class: Paladin
      BAB: +7/2 to +8/+3
     Fort: +5 to +6
      Ref: +6 to +6
     Will: +8 to +9
 Features: Medium Armor Proficiency, Martial Weapon Proficiency, Aura of Good,
           Detect Evil, Smite Evil 1/day
       HP: 84 = 75 + Max -2 (9)
Skill Pts: +62 = +3 (Class) + 0 (Race) + 59 (Old Total)
  Level 11:
    Class: Bard
      BAB: +8/+3 to +8/+3
     Fort: +6 to +6
      Ref: +6 to +6
     Will: +9 to +9
     Feat: Improved Critical (Elven Curve Blade)
 Features: +2 Performance Rounds/Day; Level 3 Spell Known (Terrible Remorse); 
           Battle Dance (Inspire Greatness)
       HP: 92 = 84 + Max -2 (7), +1 FC Bonus
Skill Pts: +69 = +7 (Class) +0 (Race) +62 (Old Total) +0 (FC Bonus not chosen)

Approvals[]

  • Approval (Jan 9th, 2013) (Satin Knights - Judge) level 1
  • Approval (9 Jan 2013) (Systole ~ Superfluous Judge) level 1
  • Approval (24 Jul 2013) (Systole ~ Unpossible!) level 2
  • Approval (22 Aug 2013) (Satin Knights) level 3
  • Approval (25 Jan 2014) (GlassEye) level 4
  • Approval (6 Jun 2014) (perrinmiller) level 5
  • Approval (20 Sept 2014) (Aura) level 6
  • Approval (11 Apr 2015) (Aura) level 7
  • Approval (8 Nov 2015) (Aura) level 8
Advertisement