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Joel the Rebel Bard

Male mythic human (Chondathan) bard 5/cleric of


Finder Wyvernspur 3/mystic theurge 2 (Mythic +0) -
CL10 - CR 10/MR 1
Chaotic Good Humanoid (Human, Mythic); Deity: Finder
Wyvernspur; Age: 25; Height: 6'; Weight: 160 lb.; Eyes:
Bleus; Hair: Roux; Skin: Blanche
Ability Score Modifier Temporary

STR 12/14 +1/+2


STRENGTH

DEX 16/18 +3/+4


DEXTERITY

CON 12/14 +1/+2


CONSTITUTION

INT 14 +2
INTELLIGENCE

WIS 17 +3
WISDOM

CHA 16 +3
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +11 = +5 +2 +4
(CONSTITUTION)
Well Versed : +4 vs. bardic performance, language-
dependent, and sonic
Skill Name Total Ability Ranks Temp
REFLEX +14 = +6 +4 +4
(DEXTERITY)
Well Versed : +4 vs. bardic performance, language-
Acrobatics +12 DEX (4) 5
dependent, and sonic Speed greater/less than 30 ft. : +4 to jump

WILL Appraise +7 INT (2) 2


+15 = +8 +3 +4
(WISDOM)
Well Versed : +4 vs. bardic performance, language- Bluff +9 CHA (3) 3
dependent, and sonic Climb +6 STR (2) 1
Damage Reduction (5/epic) Craft (music) +8 INT (2) 5
Total Armor Shield Dex Size Natur Deflec Dodge Misc Diplomacy +16 CHA (3) -
AC 25 = +4 +4 +1 +2 +1 +3 Disguise +7 CHA (3) 1
10 Escape Artist +10 DEX (4) 3
Touch AC 20 Flat-Footed AC 20
BAB Strength Size Misc -
Fly +4 DEX (4)
CM Bonus +8 = +6 +2 - - Handle Animal +16 CHA (3) -
BAB Strength Dexterity Size Heal +8 WIS (3) 2
CM Defense 28 = 10 +6 +2 +4 - Intimidate +3 CHA (3) -
Knowledge (arcana) +10 INT (2) 3
Base Attack +6 HP 95 Knowledge (dungeoneering) +8 INT (2) 1
Damage / Current HP Knowledge (geography) +9 INT (2) 2
Initiative +8 Knowledge (history) +10 INT (2) 3
Knowledge (local) +9 INT (2) 2
Speed 40 ft
Knowledge (nature) +8 INT (2) 1
+1 singing short sword Knowledge (nobility) +9 INT (2) 2
Main hand: +9/+4, 1d6+3 Crit: 19-20/×2 Knowledge (planes) +8 INT (2) 1
Light, P Knowledge (religion) +13 INT (2) 6
Perception +11 WIS (3) 5
+2 alluring glamered leather armor 5
Perform (oratory) +11 CHA (3)
Max Dex: +6, Armor Check: - +16 10
+4 Spell Fail: 10%, Light
Perform (wind instruments)
Ride +5
CHA (3)
DEX (4) 1
Sense Motive +3 WIS (3) -

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Skills Experience & Wealth
Skill Name Total Ability Ranks Temp
Experience Points: 105000/155,000
Sleight of Hand +8 DEX (4) 1 Current Cash: 430 gp
Spellcraft +6 INT (2) 1
Stealth +8 DEX (4) 1 Special Abilities
Survival +6 WIS (3) 3 Hard to Kill
- Lore Master (1/day) (Ex)
Swim +2 STR (2)
[N/A] Singing
Activated Abilities & Adjustments Spontaneous Casting
Surge (1d6)
Armor Class Bonus: +3 Versatile Performance (Wind Instruments) +16 (Ex)
Saving Throw Bonus: +4 Well Versed (Ex)
Weapon Proficiency (All Martial) Woodland Stride (Ex)
Feats Tracked Resources
Armor Proficiency (Light)
Agile Feet (6/day) (Su)
Armor Proficiency (Medium)
Bardic Performance (standard action, 15 rounds/day)
Bard Weapon Proficiencies
Craft Wondrous Item
Dodge Cleric Channel Positive Energy 2d6 (6/day, DC 14) (Su)
Heroic Grace
Improved Initiative Fireball (3d6)
Inner Grace Armor (Ex)
Martial Weapon Proficiency - All Fireball (5d6)
Shield Proficiency Fireball (7d6)
Simple Weapon Proficiency - All
Spellsong Lore Master (1/day) (Ex)

Traits Languages
Magical Knack (Bard) Chondathan Elven
Magical Knack 2 (Cleric) Common Saurial
Gear Spells & Powers
Total Weight Carried: 37/175 lbs, Light Load Bard spells known (CL 9th; concentration +12)
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs) Melee Touch +8 Ranged Touch +10
+1 singing short sword 2 lbs 3rd (2/day) —dispel magic , gaseous form
+2 alluring glamered leather armor 15 lbs 2nd (4/day) —calm emotions (DC 15), invisibility, silence
Artisan's outfit (Free) - (DC 15), tongues
Bag of holding I (1 @ 8.6 lbs) 15 lbs 1st (5/day) —charm person (DC 14), disguise self,
Belt of physical perfection +2 1 lb grease, hideous laughter (DC 14), unseen servant
Money <In: Bag of holding I (1 @ 8.6 lbs)> 8.6 lbs 0th (at will) —detect magic , ghost sound (DC 13),
Necklace of fireballs III 1 lb lullaby (DC 13), mage hand , prestidigitation, read magic
Pipes of sounding 3 lbs
Cleric spells memorized (CL 7th; concentration +10)
Ring of protection +2 -
Melee Touch +8 Ranged Touch +10
Special Abilities 3rd—create food and water , remove disease , tiny hut D
2nd—augury, delay poison, hold person (DC 15),
Agile Feet (6/day) (Su)
knock D
Aura (Ex)
1st—diagnose disease UM , endure elements ,
Bardic Knowledge +2 (Ex)
longstrider D , sanctuary (DC 14), shield of faith
Bardic Performance (standard action, 15 rounds/day)
0th (at will) —light, purify food and drink (DC 13),
Bardic Performance: Countersong (Su)
spark APG (DC 13), stabilize
Bardic Performance: Distraction (Su)
[D] Domain spell; Domains Adventure, Travel
Bardic Performance: Fascinate (2 targets, DC 15) (Su)
Bardic Performance: Inspire Competence +2 (Su)
Bardic Performance: Inspire Courage +2 (Su)
Cleric Channel Positive Energy 2d6 (6/day, DC 14) (Su)
Cleric Domain (Adventure)
Cleric Domain (Travel)
Combined Spells (1st) (Su)
Fast Healing 5 (Ex)
[N/A] Fast Movement (+10 ft.)
Glamered
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Joel the Rebel Bard – Abilities & Gear

Craft Wondrous Item Feat Spellsong Feat


You can create wondrous items, a type of magic item. You can blend the power of your performance and spellcasting.

Prerequisite: Caster level 3rd. Prerequisites: Cha 13, bardic performance class ability, able to
cast 1st-level spells.
Benefit : You can create a wide variety of magic wondrous items.
Crafting a wondrous item takes 1 day for each 1,000 gp in its Benefit : You can combine your bardic performance and your
price. To create a wondrous item, you must use up raw materials spellcasting in two ways.
costing half of its base price. See the magic item creation rules in
Magic Items for more information. First, you can conceal the activity of casting a bard spell by
masking it in a performance. As a swift action, you may combine
You can also mend a broken wondrous item if it is one that you your casting time of a spell with a Perform check. Observers must
could make. Doing so costs half the raw materials and half the time make a Perception or Sense Motive check opposed by your
it would take to craft that item. Perform check to realize you are also casting a spell. This uses 1
round of your bardic performance ability, regardless of the spell's
Appears In : Not Star Wars Revised Core Rulebook casting time.

Dodge Feat Second, as a move action, you can use 1 round of bardic
Your training and reflexes allow you to react swiftly to avoid an performance to maintain a bard spell with a duration of
opponents' attacks. concentration. You can cast another spell in the same round you
are using bardic magic to maintain concentration; if you do this,
Prerequisite: Dex 13. your concentration on the maintained spell ends when you end the
bardic performance the spell is part of.
Benefit : You gain a +1 dodge bonus to your AC. A condition that
makes you lose your Dex bonus to AC also makes you lose the Appears In : Ultimate Magic
benefits of this feat.

Heroic Grace Feat Magical Knack (Bard) Trait


You are destined for greatness, and are thus unlikely to be petrified You were raised, either wholly or in part, by a magical creature,
by a wandering monster. either after it found you abandoned in the woods or because your
parents often left you in the care of a magical minion. This constant
Benefit : You may add your Int, Wis, or Cha bonus to all your exposure to magic has made its mysteries easy for you to
saving throws, in addition to your normal ability modifier. This does understand, even when you turn your mind to other devotions and
not stack with the paladin’s divine grace class feature, or any other tasks.
ability that adds your Int, Wis, or Cha to all your saving throws.
(You are still allowed to add your Wisdom bonus to your Will saves, Benefit : Pick a class when you gain this trait—your caster level in
as normal.) that class gains a +2 trait bonus as long as this bonus doesn’t
increase your caster level higher than your current Hit Dice.
Appears In : RGG - Horrifically Overpowered Feats
Appears In : Character Traits Web Enhancement, Advanced
Player's Guide Traits, Ultimate Campaign
Improved Initiative Feat
Your quick reflexes allow you to react rapidly to danger.
Magical Knack 2 (Cleric) Trait
Benefit : You get a +4 bonus on initiative checks. You were raised, either wholly or in part, by a magical creature,
either after it found you abandoned in the woods or because your
parents often left you in the care of a magical minion. This constant
Inner Grace Armor (Ex) Feat exposure to magic has made its mysteries easy for you to
Permits Fey creatures to add an Insight Charisma mod bonus to understand, even when you turn your mind to other devotions and
AC (do manually) tasks.

Benefit : Pick a class when you gain this trait—your caster level in
that class gains a +2 trait bonus as long as this bonus doesn’t
increase your caster level higher than your current Hit Dice.

Appears In : Character Traits Web Enhancement, Advanced


Player's Guide Traits, Ultimate Campaign

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Joel the Rebel Bard – Abilities & Gear
Cleric Channel Positive Energy 2d6 (6/day, DC 14) (Su)
Class Ability (Cleric) Agile Feet (6/day) (Su) Class Ability (Cleric,Road Keeper,Wolf Sha
Regardless of alignment, any cleric can release a wave of energy As a free action, you can gain increased mobility for 1 round. For
by channeling the power of her faith through her holy (or unholy) the next round, you ignore all difficult terrain and do not take any
symbol (see Channel Energy). This energy can be used to cause or penalties for moving through it. You can use this ability a number
heal damage, depending on the type of energy channeled and the of times per day equal to 3 + your Wisdom modifier.
creatures targeted.
Aura (Ex) Class Ability (Cleric)
A good cleric (or a neutral cleric who worships a good deity) A cleric or warpriest of a chaotic, evil, good, or lawful deity has a
channels positive energy and can choose to deal damage to particularly powerful aura corresponding to the deity's alignment
undead creatures or to heal living creatures. An evil cleric (or a (see detect evil on page 266 of the Core Rulebook for details).
neutral cleric who worships an evil deity) channels negative energy
and can choose to deal damage to living creatures or to heal
undead creatures. A neutral cleric of a neutral deity (or one who is Bardic Knowledge +2 (Ex) Class Ability (Bard)
not devoted to a particular deity) must choose whether she A bard or skald adds 1/2 his class level (minimum 1) on all
channels positive or negative energy. Once this choice is made, it Knowledge skill checks, and may make all Knowledge skill checks
cannot be reversed. This decision also determines whether the untrained.
cleric can cast spontaneous cure or inflict spells (see spontaneous
casting). Bardic Performance (standard action, 15 rounds/day)
Class Ability (Bard)
A bard is trained to use the Perform skill to create magical effects
Channeling energy causes a burst that affects all creatures of one on those around him, including himself if desired. He can use this
type (either undead or living) in a 30-foot radius centered on the ability for a number of rounds per day equal to 4 + his Charisma
cleric. The amount of damage dealt or healed is equal to 1d6 points modifier. At each level after 1st a bard can use bardic performance
of damage plus 1d6 points of damage for every two cleric levels for 2 additional rounds per day. Each round, the bard can produce
beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take any one of the types of bardic performance that he has mastered,
damage from channeled energy receive a Will save to halve the as indicated by his level.
damage. The DC of this save is equal to 10 + 1/2 the cleric's level
+ the cleric's Charisma modifier. Creatures healed by channel Starting a bardic performance is a standard action, but it can be
energy cannot exceed their maximum hit point total—all excess maintained each round as a free action. Changing a bardic
healing is lost. A cleric may channel energy a number of times per performance from one effect to another requires the bard to stop
day equal to 3 + her Charisma modifier. This is a standard action and previous performance and start a new one as a standard
that does not provoke an attack of opportunity. A cleric can choose action. A bardic performance cannot be disrupted, but it ends
whether or not to include herself in this effect. A cleric must be immediately if the bard is killed, paralyzed, stunned, knocked
able to present her holy symbol to use this ability. unconscious, or otherwise prevented from taking a free action to
maintain it each round. A bard cannot have more than one bardic
Damage Reduction (5/epic) Unknown performance in effect at one time.
You have Damage Reduction against all except Epic attacks
(weapons with a +6 bonus). At 7th level, a bard can start a bardic performance as a move
action instead of a standard action. At 13th level, a bard can start a
bardic performance as a swift action.
Fast Healing 5 (Ex) Unknown
A creature with the fast healing special quality regains hit points at Each bardic performance has audible components, visual
an exceptional rate, usually 1 or more hit points per round, as components, or both
given in the creature's entry. Except where noted here, fast healing
is just like natural healing. Fast healing does not restore hit points If a bardic performance has audible components, the targets must
lost from starvation, thirst, or suffocation, nor does it allow a be able to hear the bard for the performance to have any effect,
creature to regrow lost body parts. Unless otherwise stated, it does and many such performances are language dependent (as noted in
not allow lost body parts to be reattached. Fast healing continues to the description). A deaf bard has a 20% change to fail when
function (even at negative hit points) until a creature dies, at which attempting to use a bardic performance with an audible component.
point the effects of fast healing end immediately. If he fails this check, the attempt still counts against his daily limit.
Deaf creatures are immune to bardic performances with audible
Hard to Kill Racial Ability components.
Whenever you’re below 0 hit points, you automatically stabilize
without needing to attempt a Constitution check. If you have an If a bardic performance has a visual component, the targets must
ability that allows you to act while below 0 hit points, you still lose have line of sight to the bard for the performance to have any
hit points for taking actions, as specified by that ability. Bleed effect. A blind bard has a 50% chance to fail when attempting to
damage still causes you to lose hit points when below 0 hit points. use a bardic performance with a visual component. If he fails this
In addition, you don’t die until your total number of negative hit check, the attempt still counts against his daily limit. Blind creatures
points is equal to or greater than double your Constitution score. are immune to bardic performances with visual components.

Surge (1d6) Racial Ability (Mythic) Bardic Performance: Countersong (Su) Class Ability (Bard)
The monster can call upon its mythic power to overcome difficult At 1st level, a bard learns to counter magic effects that depend on
challenges. It can expend one use of mythic power to increase any sound (but not spells that have verbal components.) Each round of
d20 roll it just made by rolling 1d6 and adding it to the result. the countersong he makes a Perform (keyboard, percussion, wind,
Using this ability is an immediate action taken after the original roll string, or sing) skill check. Any creature within 30 feet of the bard
is made and the results are revealed. The bonus die gained by (including the bard himself) that is affected by a sonic or language-
using this ability increases to 1d8 at 4th rank, 1d10 at 7th rank, dependent magical attack may use the bard's Perform check result
and 1d12 at 10th rank. The monster can use this ability even if it's in place of its saving throw if, after the saving throw is rolled, the
mindless or of animal-level intelligence. Perform check result proves to be higher. If a creature within range
of the countersong is already under the effect of a non-
instantaneous 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.

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Joel the Rebel Bard – Abilities & Gear

Bardic Performance: Distraction (Su) Class Ability (Bard) Combined Spells (1st) (Su) Class Ability (Mystic Theurge)
At 1st level, a bard can use his performance to counter magic A mystic theurge can prepare and cast spells from one of his
effects that depend on sight. Each round of the distraction, he spellcasting classes using the available slots from any of his other
makes a Perform (act, comedy, dance, or oratory) skill check. Any spellcasting classes. Spells prepared or cast in this way take up a
creature within 30 feet of the bard (including the bard himself) that slot one level higher than they originally occupied. This ability
is affected by an illusion (pattern) or illusion (figment) magical attack cannot be used to cast a spell at a lower level if that spell exists
may use the bard's Perform check result in place of its saving on both spell lists. At 1st level, a mystic theurge can prepare 1st-
throw if, after the saving throw is rolled, the Perform check result level spells from one of his spellcasting classes using the 2nd-level
proves to be higher. If a creature within range of the distraction is slots of the other spellcasting class. Every two levels thereafter, the
already under the effect of a non-instantaneous illusion (pattern) or level of spells that can be cast in this way increases by one, to a
illusion (figment) magical attack, it gains another saving throw maximum of 5th-level spells at 9th level (these spells would take up
against the effect each round it sees the distraction, but it must use 6th-level spell slots). The components of these spells do not
the bard's Perform check result for the save. Distraction does not change, but they otherwise follow the rules for the spellcasting
work on effects that don't allow saves. Distraction relies on visual class used to cast the spell.
components.
Spontaneous spellcasters can only select spells that they have
Bardic Performance: Fascinate (2 targets, DC Class
15) (Su) Ability (Bard) prepared that day using non-spontaneous classes for this ability,
At 1st level a bard can use his performance to cause one or more even if the spells have already been cast. For example, a
creatures to become fascinated with him. Each creature to be cleric/sorcerer/mystic theurge can use this ability to spontaneously
fascinated must be within 90 feet, able to see and hear the bard, cast a bless spell using a 2nd-level sorcerer spell slot, if the
and capable of paying attention to him. The bard must also be able character had a prepared bless spell using a 1st-level cleric spell
to see the creatures affected. The distraction of a nearby combat or slot, even if that spell had already been cast that day.
other dangers prevents the ability from working. For every three
levels a bard has attained beyond 1st, he can target one additional Note: The option to prepare combined spells has not been
creature with this ability. implemented yet.

Fast Movement (+10 ft.) Class Ability (Cleric,Cleric,Cleric Domain,a


Each creature within range receives a Will save (DC 10 + 1/2
bard's level + bard's Cha modifier) to negate the effect. If a At 3rd level, a monk gains an enhancement bonus to his land
creature's saving throw succeeds, the bard cannot attempt to speed. A monk in armor or carrying a medium or heavy load loses
fascinate that creature again for 24 hours. If its saving throw fails, this extra speed. By spending 1 point from his ki pool, he can
the creature sits quietly and observes the performance for as long increase his speed by 20 feet for 1 round.
as the bard continues to maintain it. While fascinated, a target
takes a -4 penalty on skill checks made as reactions, such as Lore Master (1/day) (Ex) Class Ability (Bard)
Perception checks. Any potential threat requires the target allows A 5th level bard or 7th level skald becomes a master of many
the target to make a new saving throw against the effect. Any different types of lore, and can choose to take 10 on any
obvious threat, such as someone drawing a weapon, casting a Knowledge skill check that he has ranks in. Once per day, the
spell, or aiming a ranged weapon at the target, automatically breaks character can take 20 on any Knowledge skill check as a standard
the effect. action, instead of spending the normal time taking 20 requires. He
can use this ability to take 20 on a Knowledge skill check one
Fascinate is an enchantment (compulsion), mind-affecting ability. additional time per day for every six levels he possesses beyond
Fascinate relies on audible and visual components in order to the level needed to gain the ability (to a maximum of three times
function. per day at 17th level bard or 19th level skald).
Bardic Performance: Inspire Competence +2 (Su)
Class Ability (Bard) Spontaneous Casting Class Ability (Cleric)
A bard of 3rd level or higher can use his performance to help an A good cleric (or a neutral cleric of a good deity) can channel
ally succeed at a task. The ally must be within 30 feet and able to stored spell energy into healing spells that she did not prepare
see and hear the bard. The ally gets a +2 competence bonus on ahead of time. The cleric can "lose" any prepared spell that is not
skill checks with a particular skill as long as she continues to hear an orison or domain spell in order to cast any cure spell of the
the bard's performance. This bonus increases by +1 for every four same spell level or lower (a cure spell is any spell with "cure" in its
levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 name).
at 15th, and +6 at 19th).
An evil cleric (or a neutral cleric of an evil deity) can't convert
Certain uses of this ability are infeasible, such as Stealth, and may prepared spells to cure spells but can convert them to inflict spells
be disallowed at the GM's discretion. A bard can't inspire (an inflict spell is one with "inflict" in its name).
competence in himself. Inspire competence relies on audible
components. A cleric who is neither good nor evil and whose deity is neither
good nor evil can convert spells to either cure spells or inflict spells
Bardic Performance: Inspire Courage +2 (Su) Class Ability (Bard) (player's choice). Once the player makes this choice, it cannot be
A 1st level bard can use his performance to inspire courage in his reversed. This choice also determines whether the cleric channels
allies (including himself), bolstering them against fear and improving positive or negative energy (see channel energy).
their combat abilities. To be affected, an ally must be able to
perceive the bard's performance. An affected ally receives a +1 Versatile Performance (Wind Instruments) +16Class
(Ex) Ability (Bard)
morale bonus on saving throws against charm and fear effects and You may substitute the final value of your Perform: Wind
a +1 competence bonus on attack and weapon damage rolls. At 5th Instruments skill for Diplomacy or Handle Animal checks
level, and every six bard levels thereafter, this bonus increases by
+1, to a maximum of +4 at 17th level. Inspire courage is a mind- Appears In : Not Consolidated Skills
affecting ability. Inspire courage can use audible or visual
components. The bard must choose which component to use when
starting his performance. Well Versed (Ex) Class Ability (Bard)
At 2nd level, the bard or skald becomes resistant to sonic effects.
The character gains a +4 bonus on saving throws made against
bardic performance, as well as all sonic or language-dependent
effects.

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Joel the Rebel Bard – Abilities & Gear

Woodland Stride (Ex) Class Ability (Cleric,Cleric,Cleric Domain,arHdCleric)


Bag of holding I (1 @ 8.6 lbs) Wondrous Item
A character may move through any sort of undergrowth (such as This appears to be a common cloth sack about 2 feet by 4 feet in
natural thorns, briars, overgrown areas, and similar terrain) at her size. The bag of holding opens into a nondimensional space: its
normal speed and without taking damage or suffering any other inside is larger than its outside dimensions. Regardless of what is
impairment. put into the bag, it weighs a fixed amount.

Thorns, briars, and overgrown areas that have been magically The Type I Bag of Holding can carry contents weighing up to 250
manipulated to impede motion, however, still affect her. lbs and/or taking up a maximum volume of 30 cu. ft.

If a bag of holding is overloaded, or if sharp objects pierce it (from


Singing (+1 singing short sword) Weapon Power inside or outside), the bag immediately ruptures and is ruined, and
Once per day, as a standard action, a singing weapon can be all contents are lost forever. If a bag of holding is turned inside out,
loosed to attack on its own. It fights for 1 round per use of a Bards' all of its contents spill out, unharmed, but the bag must be put right
Bardic Performance ability (in any form whatsoever), using the base before it can be used again. If living creatures are placed within the
attack bonus of the one who loosed it. While fighting, it cannot bag, they can survive for up to 10 minutes, after which time they
make attacks of opportunity, and the person who activated it is not suffocate. Retrieving a specific item from a bag of holding is a
considered armed with the weapon. In all other respects, it is move action, unless the bag contains more than an ordinary
considered wielded or attended by the creature for all maneuvers backpack would hold, in which case retrieving a specific item is a
and effects that target items. While attacking, it takes up the same full-round action. Magic items placed inside the bag do not offer
space as the activating character and can attack adjacent foes. The any benefit to the character carrying the bag.
singing weapon accompanies the person who activated it
everywhere while singing to its masters' performance. If the wielder If a bag of holding is placed within a portable hole , a rift to the
who loosed it has an unoccupied hand, she can grasp it while it is Astral Plane is torn in the space: bag and hole alike are sucked
attacking on its own as a free action. When so retrieved, the into the void and forever lost. If a portable hole is placed within a
weapon can't be used in this manner for the 24 hours. bag of holding , it opens a gate to the Astral Plane: the hole, the
bag, and any creatures within a 10-foot radius are drawn there,
Construction destroying the portable hole and bag of holding in the process.
Requirements: Craft Magic Arms and Armor, animate objects ; Cost
+2 Bonus Construction
Requirements: Craft Wondrous Item, secret chest ; Cost 1,250 gp

Glamered (+2 alluring glamered leather armor) Armor Power Belt of physical perfection +2 Wondrous Item (Belt)
This belt has a large platinum buckle, usually depicting the image of
A suit of armor with this ability appears normal. Upon command,
a titan. The belt grants the wearer an enhancement bonus to all
the armor changes shape and form to assume the appearance of a
physical ability scores (Strength, Dexterity, and Constitution) of +2.
normal set of clothing. The armor retains all its properties (including
Treat this as a temporary ability bonus for the first 24 hours the
weight) when glamered. Only a true seeing spell or similar magic
belt is worn.
reveals the true nature of the armor when disguised.
Construction
Construction
Requirements: Craft Wondrous Item, bear’s endurance , bull’s
Requirements: Craft Magic Arms and Armor, disguise self ; Cost
strength, cat’s grace ; Cost 8,000 gp
1,350 gp

Necklace of fireballs III Wondrous Item


This device appears to be nothing but beads on a string, sometimes
Ring of protection +2 Ring with the ends tied together to form a necklace. (It does not count
This ring offers continual magical protection in the form of a
as an item worn around the neck for the purpose of determining
deflection bonus of +2 to AC.
which of a character's worn magic items is effective.) If a character
holds it, however, all can see the strand as it really is - a golden
Construction
chain from which hang a number of golden spheres. The spheres
Requirements: Forge Ring, shield of faith , caster must be of a
are detachable by the wearer (and only by the wearer), who can
level at least three times the bonus of the ring; Cost 4,000 gp
easily hurl one of them up to 70 feet. When a sphere arrives at the
end of its trajectory, it detonates as a fireball spell (Reflex DC 14
half).

Spheres come in different strengths, ranging from those that deal


2d6 points of fire damage to those that deal 10d6. The market
price of a sphere is 150 gp for each die of damage it deals.

Each necklace of fireballs contains a combination of spheres of


various strengths. This necklace starts with 4 3d6, 2 5d6 and 1 7d6
fireballs.

If the necklace is being worn or carried by a character who fails


her saving throw against a magical fire attack, the item must make
a saving throw as well (with a save bonus of +7). If the necklace
fails to save, all its remaining spheres detonate simultaneously,
often with regrettable consequences for the wearer.

Construction
Requirements: Craft Wondrous Item, fireball; Cost 2,175 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Joel the Rebel Bard – Abilities & Gear

Pipes of sounding Wondrous Item


When played by a character who has the Perform (wind
instruments) skill, these shiny metallic pan pipes create a variety of
sounds that can imitate creatures, environmental sounds, or most
other sounds. The figment sounds are the equivalent of ghost
sound.

Construction
Requirements: Craft Wondrous Item, ghost sound ; Cost 900 gp

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Background
Né en 1347, Joel le Barde Rebelle a 25 ans en 1372.
Malgré son jeune âge, cet émissaire divin de Trouveur a
connu maintes aventures à travers le multivers. Il préfère
toutefois vagabonder de part en part de Féerune afin d'y
faire la promotion des idéaux de son divin patron. Il se
retrouve présentement à Suzail où il se plait à choquer
les membres les plus conservateurs de la classe
dirigeante. Ceci au grand plaisir de la princesse régente
Alusair.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Joel the Rebel Bard (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2018/11/28
XP Reward : 0 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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