half-elf bard 5 / fighter 2 / windwright captain 3 / rogue 3 / arcane trickster 4
| str | 12 | (+1) | int | 14 | (+2) | fort | 3+7 | hp: 127 |
| dex | 18 | (+4) | wis | 8 | (-1) | ref | 4+11 | ac: 20 (10 + 4 + 6) (dr 5/magic) |
| con | 17 | (+3) | cha | 20 | (+5) | will | -1+12 | ap: OOOO OOOO OOOO O |
combat (bab +11/+6)
| keen rapier +1 | +17/d6+2 | 15-20/x2 | |
| cold iron dagger +1 | +16/d4+2 | 19-20/x2 | 10' |
| masterwork composite shortbow | +16/d6+1 | 20/x3 | 70' |
two-weapon: -2 to hit, defensive: +4 AC, -6 to hit, total defense: +6 AC
feats / abilities
| negotiator | least dragonmark (endure elements) | weapon finesse |
| bardic knowledge +7 | bardic music: soothing voice 5/day | blade focus |
| main gauche | lesser dragonmark (wind's favor) | jack of all trades |
| master pilot | shipboard fighter | uncanny dodge |
| protective magic | rebuke fire elementals | sneak attack 4d6 |
| trapfinding | evasion | force of personality |
| ranged legerdemain O | action surge | impromptu sneak attack O |
skills
| skill | ability | ranks | mod | skill | ability | ranks | mod |
| balance | 4 | 5 | +4 | bluff | 5 | 12 | |
| climb | 1 | 4 | | concentration | 3 | 17 | |
| decipher script | 2 | 7 | | diplomacy | 5 | 12 | +9 |
| disable device | 2 | 7 | | escape artist | 4 | 7 | |
| gather info | 5 | 6 | +2 | jump | 1 | 5 | +4 |
| know: arcana | 2 | 4 | | listen | -1 | | +1 |
| prof: sailor | -1 | 16 | +3 | search | 2 | | +1 |
| sense motive | -1 | 14 | +2 | spot | -1 | | +1 |
| sleight of hand | 4 | 9 | +2 | tumble | 4 | 9 | +2 |
| use device | 5 | 20 | +2 (scrolls) | speak language: common, elf, gnome |
spells (per day - 0:OOO, 1:OOOOOOOO, 2:OOOO, 3:OOOO, 4:OO) @ 11th caster level
- detect magic, know direction, light, mage hand, message, read magic
- feather fall, improvisation, swift expeditious retreat, swift invisibility
- dimension leap, lesser celerity, tactical precision, tongues
- dispel magic, haste, glibness, major image
- celerity, dimension door, modify memory
equipment (light load: 43#, wealth: 2500gp)
| keen rapier +1 | | cold iron dagger +1 | | mw composite shortbow |
| mithril shirt +2 | | cloak of charisma +4 | | gloves of dexterity +2 |
| amulet of health +2 | | ring of mind shielding | | ring of wizardry I |
| glamerweave courtier's outfit | | handy haversack | | cloak of useful items |
| bottle of air | | cold iron arrows x13 | | arrows +1 OOOOO |
| plog | | adamantine ore | | immovable rod |
potions, oils, etc.
| alchemist frost OO | | repair light damage O | | cure light wounds O |
| silverfire OO | | elixir of fire breath O | | true strike OO |
wands / staves (UMD DC 20)
| repair light damage x 72 | | cure light wounds x 34 | | eternal fireballs OO |
| scorching ray x23 | | knock x14 | | identify x14 |
| mirror image x38 | | enervation x16 | | see invisibility x32 |
| repair critical damage x22 | | staff of abjuration x28 |
scrolls (UMD DC 20+caster level)
- shield
- bull's strength, knock, locate object, tongues
- greater magic weapon (13th lvl)
- rcd OO, ccw O, last breath OO
- teleport schema
- heal OO
Soothing Voice (Su): A 1st level half-elf bard with 3 or more ranks in Diplomacy can spend one daily use of her bardic music to use a composed, steady voice and reason to calm the emotions in others around her. This ability works in much the same way as the half-elf bard's fascinate ability, with the following differences.
The creature to be soothed must be within 30 feet of the bard and must be able to understand the language she is speaking. To use this ability, the half-elf bard makes a Diplomacy check. Her 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(approve sites) 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. This benefit replaces the standard bard's ability of countersong.
Ranged Legerdemain: An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.
Improvisation
Transmutation
Level: Bard 1
Components: V,S,M: A pair of dice
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You gain access to a floating "pool" of luck, which manifests as bonus points you can use as desire to improve your odds of success at various tasks. This bonus pool consists of 2 points per caster level, which you can spend as you like to improve attack rolls, skill checks, and ability checks, although no single check can receive a bonus greater than one-half your caster level. You must declare any bonus point usage before the appropriate roll is made. Used points disappear from the pool, and any points remaining when the spell ends are wasted. These points count as luck bonuses for the purposes of stacking.
Tactical Precision
Divination (Mind-Affecting)
Level: Bard 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft. / level)
Duration: 1 round / level
Up to 1 creature per level in a 30 ft. area are better able to coordinate their attacks. If two of this spell’s subjects flank the same creature, they receive an extra +2 Insight bonus on their attacks on that creature –and– do +1d6 damage (only if the creature is vulnerable to Sneak Attacks).
Wind's Favor: A character using wind's favor can create a localized area of strong wind (approximately 30mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a full-round action, the character can change the direction of the wind by 45 degrees.