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INT 14 +2
INTELLIGENCE
WIS 17 +3
WISDOM
CHA 16 +3
CHARISMA
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
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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
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.
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.
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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.
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Joel the Rebel Bard – Abilities & Gear
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.
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
Construction
Requirements: Craft Wondrous Item, fireball; Cost 2,175 gp
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Joel the Rebel Bard – Abilities & Gear
Construction
Requirements: Craft Wondrous Item, ghost sound ; Cost 900 gp
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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.
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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.